A Process Model of the Formation of Spatial Presence Experiences
By Werner Wirth, Tilo Hartmann, Saskia Böcking, Peter Vorderer, Christoph Klimmt, Holger Schramm, Timo Saari, Jari Laarni, Niklas Ravaja, F. Gouveia and 5 more. 2007
846 citations recorded by the source corpus.
Subfields: Automotive Engineering, Social Psychology, Human-Computer Interaction
View Paper: https://www.semanticscholar.org/paper/5b745f75d310f19b55db5874ef99e150214bf915
How researchers see this paper
The researchers whose trusted networks rank it highest, strongest advocate first. Every researcher gets a different order.
In Automotive Engineering
- Richard Skarbez
- Mary C. Whitton
- James J. Cummings
- Tilo Hartmann
- Jeremy N. Bailenson
- Frederick P. Brooks, Jr.
In Social Psychology
- Tilo Hartmann
- Ko de Ruyter
- Richard Skarbez
- Frederick P. Brooks, Jr.
- Mary C. Whitton
- James J. Cummings
- Jeremy N. Bailenson
- Peter Vorderer
In Human-Computer Interaction
- Richard Skarbez
- Mary C. Whitton
- Jeremy N. Bailenson
- James J. Cummings
- Tilo Hartmann
- Helena Bilandzic
- Frederick P. Brooks, Jr.
- Ko de Ruyter
Citations in the corpus
- Transportation Across Media: Repeated Exposure to Print and Film (2008, background): “Finally, research on virtual reality has focused on presence, or the experience of ‘‘being there’’ in a virtual world, which can include worlds created by print or film (e.g., Biocca, 2002; Klimmt & Vorderer, 2003; Wirth et al., 2007).”
- Augmenting the eye of the beholder: exploring the strategic potential of augmented reality to enhance online service experiences (2017, background): “As such, spatial presence intensifies media effects (Wirth et al. 2007) and can explain the effect of AR-based service augmentation on customer value perceptions of the online service experience.”
- The Video Game Experience as “True” Identification: A Theory of Enjoyable Alterations of Players' Self‐Perception (2009, methodology): “The concept of presence (e.g., Wirth et al., 2007), the perceived spatial immersion into a mediated environment, has been applied to video games (Tamborini & Skalski, 2006) and has been linked to players’ interactive connection with the game elements as well as the multimodal (visual, auditory,…”
- Into the Wild: The Effects of 360° Immersive Nature Videos on Feelings of Commitment to the Environment (2019, methodology): “Spatial presence was described by Wirth et al. (2007) as a two-dimensional construct that consists of a shifted self-location and a shifted perception of action possibility.”
- It’s okay to shoot a character: Moral disengagement in violent video games (2010, background): “2 Both measures are based on the idea that user’s awareness that ‘‘this is just a game’’ or that ‘‘this is just an experiment’’ switches on or off during the exposure situation (Wirth et al., 2007).”
- How Immersive Is Enough? A Meta-Analysis of the Effect of Immersive Technology on User Presence (2016, methodology): “Wirth et al. (2007) note specific media features that may assist with each step of the formation process—both constructing the spatial mental representation of the mediated space and then experiencing self-location within that space.”
- A visual analytics approach to understanding cycling behaviour (2012, positive): “In this chapter I will adopt Wirth et al.’s (2007) presence, which provides a framework for understanding how immersive media can inspire users to believe they are personally and physically present in the represented environment.”
- Mapping the road to fun: Natural video game controllers, presence, and game enjoyment (2011, background): “This is expected to facilitate spatial presence, the sense of being physically located in a virtual environment (Wirth et al., 2007), since players focus less on the controls (to the extent that they perceive them to be natural) and more on the game itself.”
- The emotional and cognitive effect of immersion in film viewing (2010, background): “Moreover, the experience of presence can be expected to boost all viewer emotion (Wirth et al., 2007) since it increases the emotional dimension of arousal (Codispoti & de Cesarei, 2007).”
- Enjoyment of films as a function of narrative experience, perceived realism and transportability (2011, background): “Users focus mentally on the content that is mediated and on their own behavioral options, no longer perceiving the medium (Wirth et al., 2007).”
- A Survey of Presence and Related Concepts (2017, background): “Specifically, the authors claim that “spatial presence occurs when the medium-as-PERF hypothesis is confirmed repeatedly through processed information and is thus stabilized over time” [154].”
- 360° Video Journalism: Experimental Study on the Effect of Immersion on News Experience and Distant Suffering (2019, background): “…about the immersive technology involved and accepting the virtual environment as a true environment” (Schubert, Friedmann, and Regenbrecht 2001; Wirth et al. 2007; Decock et al. 2014, 451); social presence, which is “the feeling of being together (and communicating) with someone”…”
- The development of the Game Engagement Questionnaire: A measure of engagement in video game-playing (2009, background): “Definitional agreement regarding how to label subjective experience during video game-playing has not yet been achieved (Wirth et al., 2007).”