Spatial Presence and Emotions during Video Game Playing: Does It Matter with Whom You Play?

The authors examined whether the nature of the opponent (computer, friend, or stranger) influences spatial presence, emotional responses, and threat and challenge appraisals when playing video games. In a within-subjects design, participants played two different video games against a computer, a fri...

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Published inPresence : teleoperators and virtual environment Vol. 15; no. 4; pp. 381 - 392
Main Authors Ravaja, Niklas, Saari, Timo, Turpeinen, Marko, Laarni, Jari, Salminen, Mikko, Kivikangas, Matias
Format Journal Article
LanguageEnglish
Published One Rogers Street, Cambridge, MA 02142-1209, USA MIT Press 01.08.2006
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ISSN1054-7460
1531-3263
1531-3263
DOI10.1162/pres.15.4.381

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Summary:The authors examined whether the nature of the opponent (computer, friend, or stranger) influences spatial presence, emotional responses, and threat and challenge appraisals when playing video games. In a within-subjects design, participants played two different video games against a computer, a friend, and a stranger. In addition to self-report ratings, cardiac interbeat intervals (IBIs) and facial electromyography (EMG) were measured to index physiological arousal and emotional valence. When compared to playing against a computer, playing against another human elicited higher spatial presence, engagement, anticipated threat, post-game challenge appraisals, and physiological arousal, as well as more positively valenced emotional responses. In addition, playing against a friend elicited greater spatial presence, engagement, and self-reported and physiological arousal, as well as more positively valenced facial EMG responses, compared to playing against a stranger. The nature of the opponent influences spatial presence when playing video games, possibly through the mediating influence on arousal and attentional processes.
Bibliography:August, 2006
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ISSN:1054-7460
1531-3263
1531-3263
DOI:10.1162/pres.15.4.381