The Effects of Technological Advancement and Violent Content in Video Games on Players’ Feelings of Presence, Involvement, Physiological Arousal, and Aggression
By James D. Ivory, S. Kalyanaraman. 2007
296 citations recorded by the source corpus.
Subfields: Literature and Literary Theory, Social Psychology, Sociology and Political Science
View Paper: https://www.semanticscholar.org/paper/661b1479032d2a4b59a8700b08ed7121a7a58f46
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
- Jeremy N. Bailenson
- Sun Joo Grace Ahn
- Kathryn Y. Segovia
- Melanie C. Green
- Marc A. Sestir
- Jesse Fox
- Rabindra (robby) Ratan
- Nicole Martins
In Social Psychology
- Jesse Fox
- Nicole Martins
- Kristen Harrison
- Thomas Hainey
- Jeremy N. Bailenson
- Ron Tamborini
- Sun Joo Grace Ahn
- Dmitri Williams
In Sociology and Political Science
- Jesse Fox
- Kathryn Y. Segovia
- Sun Joo Grace Ahn
- Jeremy N. Bailenson
- Melanie C. Green
- Marc A. Sestir
- Thomas Hainey
- T. Connolly
Citations in the corpus
- You are who you watch: Identification and transportation effects on temporary self-concept (2010, background): “A recent study has found that newer, more graphically sophisticated video games produce higher levels of presence, involvement, and arousal than analogous, less sophisticated older games (Ivory & Kalyanaraman, 2007 ).”
- How Immersive Is Enough? A Meta-Analysis of the Effect of Immersive Technology on User Presence (2016, unknown): “…of the mediated content itself, such as narrative (Rampoldi-Hnilo, Kind, Devries, Tait, & Besecker, 1997), game elements (Song, Kim, Tenzek, & Lee, 2009), violence (Ivory and Kalyanaraman, 2007; Nowak, Krcmar, & Farrar, 2006) or emotional tone (Baños et al., 2004; Grassi, Giaggioli, & Riva, 2008).”
- Engagement in digital entertainment games: A systematic review (2012, background): “While violent games are very popular, Przybylski, Ryan et al. (2009) found that violence itself did not predict enjoyment of and immersion in games while Ivory and Kalyanaraman (2007) found no difference between violent and non violent games in ratings of presence, involvement and arousal.”
- Mapping the road to fun: Natural video game controllers, presence, and game enjoyment (2011, background): “Although research has identified technological advancement in games as a determinant of play outcomes (Ivory and Kalyanaraman, 2007), few studies to date have specifically explored the effect of game controllers on presence and resultant game enjoyment, even though interfaces have received much atte”
- A systematic literature review of empirical evidence on computer games and serious games (2012, background): “…EMG activity in response to violent game events (Ravaja, Turpeinen, Saari, Puttonen & Keltikangas-Jarvinen, 2008) and changes in skin conductance (Ivory & Kalyanaraman, 2007). van Reekum, Johnstone, Banse, Etter, Wehrle & Scherer (2004) assessed players ’ cardiac activity, skin conductance,…”
- A Content Analysis of Female Body Imagery in Video Games (2009, background): “For example, Ivory and Kalyanaraman (2007) examined the effect of video game realism on players’ sense of presence, involvement, physiological arousal (i.e., skin conductance), self-reported arousal, and affective and cognitive aggression in a 2 (video game content: violent/nonviolent) x2 (video…”
- Avatars Versus Agents: A Meta-Analysis Quantifying the Effect of Agency on Social Influence (2015, background): “Ivory and Kalyanaraman (2007) found that technologically advanced video games led to greater involvement, presence, and physiological arousal than less sophisticated games.”
- The electrodermal system (2007, background): “Significant increases in SCL occur during the playing of video games compared to resting levels, particularly in games with high auditory and visual fidelity (greater realism of character images and sounds) (Ivory & Kalyanaraman, 2007).”