Death with a story: How story impacts emotional, motivational, and physiological responses to first-person shooter video games
By Edward F. Schneider, Annie Lang, Mija Shin, Samuel D. Bradley. 2004
359 citations recorded by the source corpus.
Subfields: Literature and Literary Theory, Sociology and Political Science
View Paper: https://www.semanticscholar.org/paper/b14e596223e22b97f416ac5cb7951de658a304de
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
- Tilo Hartmann
- Peter Vorderer
- Riva H. Tukachinsky
- Holger Schramm
- Christoph Klimmt
- Dorothée Hefner
- Elizabeth Behm-Morawitz
- Werner Wirth
In Sociology and Political Science
- Peter Vorderer
- Christoph Klimmt
- Riva H. Tukachinsky
- Tilo Hartmann
- Elizabeth Behm-Morawitz
- Dorothée Hefner
- Dana E. Mastro
- Raynel G. Martis
Citations in the corpus
- The Lara Phenomenon: Powerful Female Characters in Video Games (2007, background): “More recently, researchers found a relation between identification and narrative: Participants who played a game with a strong story line (Half-Life and Outlaws) reported a higher level of identification than did players of nonstory-based games (Doom 2 and Quake 2) ( Schneider, Lang, Shin, & Bradley”
- A Process Model of the Formation of Spatial Presence Experiences (2007, background): “Mediated environments may also offer ERFs, for example, in first-person shooter video games ( Schneider, Lang, Shin, & Bradley, 2004 ).”
- A Review of Self-Report and Alternative Approaches in the Measurement of Student Motivation (2009, methodology): “Finally, the phenomenological method has been criticized for an overdependence on verbal descriptions (Spinelli 1989), which is problematic when considering the lack of correlation between individuals’ attitudes and their actual behavior (Brehm and Self 1989; Schneider et al. 2004 ).”
- The Effects of the Sexualization of Female Video Game Characters on Gender Stereotyping and Female Self-Concept (2009, methodology): “In applying the social cognitive model to gaming, what becomes clear is that the features of video games and game play may be likely to enhance the potential for learning over less interactive media ( Schneider et al. 2004 ).”
- The Effects of Technological Advancement and Violent Content in Video Games on Players’ Feelings of Presence, Involvement, Physiological Arousal, and Aggression (2007, methodology): “Perceived presence was assessed by three 7-point items from Schneider et al. (2004) : ‘‘While playing the game, how much did you feel like you were really ‘there’ in the game environment?’’ (1 = ‘‘there,’’ 7 = ‘‘not there’’), ‘‘While playing the game, how much did you feel like the game environment”
- Experimental Manipulation of Psychological Involvement with Media (2014, methodology): “For example, Schneider et al. (2004) asked participants to rate the extent to which they felt as though they were really in the mediated reality, and how much they felt that they were in a real place.”
- Phasic Emotional Reactions to Video Game Events: A Psychophysiological Investigation (2006, background): “…exist in many different video games (they can be regarded as elementary units of games), it is also possible that the emotional responses to these events would differ as a function of the context (e.g., game genre, story line, general atmosphere, speed of play; see e.g., Schneider et al., 2004).”
- Identification With Video Game Characters as Automatic Shift of Self-Perceptions (2010, background): “Consequently, some researchers have already discussed video game narrative as a factor of video game enjoyment (e.g., Schneider et al., 2004).”