Presence and Television: The Role of Screen Size.
By Matthew Lombard, R. D. Reich, Maria Elizabeth Grabe, Cheryl Campanella Bracken, Theresa Ditton. 2000
322 citations recorded by the source corpus.
Subfields: Literature and Literary Theory, Sociology and Political Science, Human-Computer Interaction
View Paper: https://www.semanticscholar.org/paper/50e02e4be540dee877ac941ea1078bf85505fd00
How researchers see this paper
The researchers whose trusted networks rank it highest, strongest advocate first. Every researcher gets a different order.
In Literature and Literary Theory
- S. Kalyanaraman
- Jari Laarni
- Timo Saari
- Mikko Salminen
- Marko Turpeinen
- Matias Kivikangas
- Niklas Ravaja
- Kirstie M. Farrar
In Sociology and Political Science
- Kristine L. Nowak
- S. Kalyanaraman
- Kwan Min Lee
- Kwan Min Lee
- Wei Peng
- Seung-A. Annie Jin
- Chang Yan
- Niklas Ravaja
In Human-Computer Interaction
- Kristine L. Nowak
- Kwan Min Lee
- Wei Peng
- Kwan Min Lee
- Seung-A. Annie Jin
- Chang Yan
- Michael Barnett-Cowan
- Niklas Ravaja
Citations in the corpus
- Is Virtual Reality made for Men only? Exploring Gender Differences in the Sense of Presence (2012, result): “Our study supports previous findings that gender might be one of the contributing factors in the formation of presence (Botta & Bracken, 2004; Bracken, 2005; Lachlan & Krcmar, 2011; Lombard, 1995; Lombard et al., 2000; Nicovich et al., 2005; Slater et al., 1998).”
- Contextual Features of Violent Video Games, Mental Models, and Aggression (2006, background): “It has been argued that larger screen size can increase players’ levels of presence, or feeling of immersion in a medium (Lombard & Ditton, 1997; Lombard et al., 2000) and that increased presence can strengthen effects.”
- Contributions of Psychophysiology to Media Research: Review and Recommendations (2004, background): “For example, increasing screen size has been shown to result in both higher levels of EDA and presence ratings (Lombard et al., 2000).”
- The Effects of Technological Advancement and Violent Content in Video Games on Players’ Feelings of Presence, Involvement, Physiological Arousal, and Aggression (2007, background): “Much scrutiny has been applied to the effects of video games’ content, but this experiment indicates that games’ technological form dimensions also have important effects, and that they are similar to those observed with other media (e.g., Bracken, 2005; Detenber et al., 1998; Lombard et al., 2000;”
- Presence and Cybersickness in Virtual Reality Are Negatively Related: A Review (2019, background): “…virtual space fosters a high perceptual weighting of cues to self-motion and spatial orientation, which enhances the impact of conflicts between expected and obtained sensory signals that are generated by the compelling stimulus (Prothero, 1998; Lombard et al., 2000; Prothero and Parker, 2003).”
- Designing social presence of social actors in human computer interaction (2003, background): “The previous literature has suggested two types of variables that affect social presence: media variables and individual differences [24, 25 , 49].”
- Are physically embodied social agents better than disembodied social agents?: The effects of physical embodiment, tactile interaction, and people's loneliness in human-robot interaction (2006, background): “Researchers have realized that the feeling of presence— the perceptual illusion of non-mediation (Lombard et al., 2000)—lies at the heart of almost all mediated experiences, from reading a novel to interacting with computers (Lee, 2004a).”
- Spatial Presence and Emotions during Video Game Playing: Does It Matter with Whom You Play? (2006, background): “This finding is also in line with the suggestion that high Presence conditions result in greater enjoyment [5, 15].”
- Can robots manifest personality? : An empirical test of personality recognition, social responses, and social presence in human-robot interaction (2006, background): “The concept of presence has been argued to be at the heart of virtual experiences from the use of traditional media such as TV (Kim & Biocca, 1997; Lombard, Reich, Grabe, Bracken, & Ditton, 2000) to the ride of advanced virtual reality simulators (Biocca, 1997; Heeter, 1992; Loomis, 1992).”
- HEURISTICS AND USABILITY GUIDELINES FOR THE CREATION AND EVALUATION OF FUN IN VIDEO GAMES (2002, unknown): “Lombard et al. (2000).”