Playing online games against computer- vs. human-controlled opponents: Effects on presence, flow, and enjoyment
By David Weibel, Bartholomäus Wissmath, Stephan Habegger, Yves Steiner, R. Groner. Computers in Human Behavior, 2008
470 citations recorded by the source corpus.
Subfields: Developmental and Educational Psychology, Literature and Literary Theory, Human-Computer Interaction
View Paper: https://www.semanticscholar.org/paper/64bdd7e56060657dfbd91721f38622d910559637
How researchers see this paper
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In Developmental and Educational Psychology
- Thomas Hainey
- T. Connolly
- Elizabeth A. Boyle
- Jesse Fox
- Eric N. Wiebe
- Allison Lamb
- Jeremy N. Bailenson
- Paul Benjamin Lowry
In Literature and Literary Theory
- Kathryn Y. Segovia
- Jeremy N. Bailenson
- Sun Joo Grace Ahn
- Jesse Fox
- Thomas Hainey
- James M. Boyle
- T. Connolly
- Elizabeth A. Boyle
In Human-Computer Interaction
- Jesse Fox
- Sun Joo Grace Ahn
- Jeremy N. Bailenson
- Kathryn Y. Segovia
- Emilie Loup-Escande
- Eric N. Wiebe
- Camille Sagnier
- Tom L. Roberts Jr.
Citations in the corpus
- Falling in love with online games: The uses and gratifications perspective (2010, methodology): “Presence can be defined as a psychological sense of self-awareness immersed in a virtual environment with subjective consciousness (Ijsselsteijn et al., 2001; Teng, in press; Weibel et al., 2008).”
- Avatars Versus Agents: A Meta-Analysis Quantifying the Effect of Agency on Social Influence (2015, background): “…competitive tasks, users may feel that more is at stake when playing against another person as opposed to a computer because of the potential social consequences (e.g., bragging rights or sharing the defeat / victory among a wider social circle; Weibel, Wissmath, Habegger, Steiner, & Groner, 2008).”
- Measuring engagement in video game-based environments: Investigation of the User Engagement Scale (2014, background): “Indeed, while flow and enjoyment reported in game play may be highly correlated, they might be considered separate constructs to be measured and characterised individually (Boyle et al., 2011; Weibel et al., 2008).”
- A systematic literature review of empirical evidence on computer games and serious games (2012, background): “Weibel et al. (2008) To examine links between presence, flow and enjoyment in an online game; to examine whether playing online games against other users leads to more flow, presence and enjoyment than playing against computer-controlled opponents.”
- Taking "Fun and Games" Seriously: Proposing the Hedonic-Motivation System Adoption Model (HMSAM) (2012, background): “Because immersion is the consequence of multiple stages of increased attention over time (see for e.g., Brown & Cairns, 2004; Chen, 2007; Ermi & Mäyrä, 2005; Jennett et al., 2008; Weibel et al., 2008; Wild et al., 1995; Witmer & Singer, 1998), increases in curiosity in an HMS context should lead to ”
- Exploring Cyberbullying and Other Toxic Behavior in Team Competition Online Games (2015, background): “Although competition against human opponents provides a high degree of player enjoyment [54], it can also result in toxic behavior.”
- User Acceptance of Virtual Reality: An Extended Technology Acceptance Model (2020, background): “…(perceived usefulness and perceived ease of use), or it might mediate the effect of these variables on the intention to use VR. Presence might also have an effect on variables not included in this model, such as perceived enjoyment or flow (Weibel, Wissmath, Habegger, Steiner, & Groner, 2008).”