Spatial presence and emotions during video game playing: Does it matter with whom you play?

Publication Type  Journal Article
Year of Publication  2006
Authors  Niklas Ravaja; Timo Saari; Marko Turpeinen; Jari Laarni; Mikko Salminen; Matias Kivikangas
Journal Title  Presence-Teleoperators and Virtual Environments
Volume  15
Pagination  381-392
ISBN Number  1054-7460
Key Words  Cardiovascular Reactivity; Presence Questionnaire; Virtual Environments; Social Support; Dimensions; Attention; Responses; Stress; Threat; Screen
Abstract  

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.

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