Death with a story - How story impacts emotional, motivational, and physiological responses to first-person shooter video games

Publication Type  Journal Article
Year of Publication  2004
Authors  Schneider, E. F.; Lang, A.; Shin, M.; Bradley, S. D.
Journal Title  Human Communication Research
Volume  30
Pagination  361-375
ISBN Number  0360-3989
Accession Number  ISI:000222271500003
Key Words  aggressive-behavior; playing videogames; virtual reality; violent; identification; television; characters; children
Abstract  

This study investigates how game playing experience changes when a story is added to a first-person shooter game. Dependent variables include identification, presence, emotional experiences and motivations. When story was present, game players felt greater identification, sense of presence, and physiological arousal. The presence of story did not affect self-reported arousal or dominance. This study clearly demonstrates that story is something that video game players enjoy; it helps involve them in the game play, makes them feel more immersed in the virtual environment, and keeps them aroused. The greater character identification may be especially worrisome, as past research has shown that justified media violence disinhibits actual aggression on the part of the audience.

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