Spatial Presence and Emotions during Video Game Playing: Does It Matter with Whom You Play?
By Niklas Ravaja, Timo Saari, Marko Turpeinen, Jari Laarni, Mikko Salminen, Matias Kivikangas. Presence - Teleoperators and Virtual Environments, 2006
377 citations recorded by the source corpus.
Subfields: Cognitive Neuroscience, Social Psychology, Human-Computer Interaction
View Paper: https://www.semanticscholar.org/paper/e05a7b66ebad5a35593439fd277d20793a6f5e66
How researchers see this paper
The researchers whose trusted networks rank it highest, strongest advocate first. Every researcher gets a different order.
In Cognitive Neuroscience
- Jesse Fox
- Jeremy N. Bailenson
- Sun Joo Grace Ahn
- Saif M. Mohammad
- James J. Cummings
- Svetlana Kiritchenko
- Karolien Poels
- W. Ijsselsteijn
In Social Psychology
- Saif M. Mohammad
- Jesse Fox
- Svetlana Kiritchenko
- Laura M. Padilla‐Walker
- James J. Cummings
- Sukki Yoon
- Peter D. Turney
- Jeremy N. Bailenson
In Human-Computer Interaction
- Jesse Fox
- Jeremy N. Bailenson
- Sun Joo Grace Ahn
- Kathryn Y. Segovia
- Laura M. Padilla‐Walker
- Saif M. Mohammad
- James J. Cummings
- Sukki Yoon
Citations in the corpus
- How Immersive Is Enough? A Meta-Analysis of the Effect of Immersive Technology on User Presence (2016, methodology): “…presence score was reported (comprised of subscales for engagement, involvement, affect, or other related but distinct concepts), then we were forced to rely on that measure; c) if subscales were reported, we carefully reviewed the exact questions and decided whether or not to include them.”
- Emerging in a Digital World (2013, background): “For example, Ravaja et al. (2006) found that playing video games with a friend, as opposed to a stranger, increased arousal and positive affect toward that friend.”
- Characterising and measuring user experiences in digital games (2007, positive): “Indicators of player arousal based on real-time psychophysiology [12] or behavioural indicators [14] could potentially provide the game engine with the information it would need to adjust dynamically to changes in player frustration.”
- Narrative Transportation and Paratextual Features of Social Media in Viral Advertising (2018, background): “Therefore, consumers are more likely to share enjoyment (Ravaja et al. 2006; Schulze, Scholer, and Skiera 2014)—elicited by the higher level of narrative transportation—with their friends than with the general public.”
- Challenges in Sentiment Analysis (2017, background): “2011), and improving automatic dialogue systems (Velásquez 1997; Ravaja et al. 2006).”
- CROWDSOURCING A WORD–EMOTION ASSOCIATION LEXICON (2013, methodology): “Macquarie Library: Sydney, Australia.”
- #Emotional Tweets (2012, background): “…identifying emotions expressed in text has a number of applications, including customer relation management (Bougie et al., 2003), determining popularity of products and governments (Mohammad and Yang, 2011), and improving human-computer interaction (Vel´asquez, 1997; Ravaja et al., 2006).”
- Avatars Versus Agents: A Meta-Analysis Quantifying the Effect of Agency on Social Influence (2015, background): “Instead, humans behave “mindlessly” and interact with computers in a “fundamentally social and natural” way (Reeves & Nass, 1996, p. 5).”
- Using Hashtags to Capture Fine Emotion Categories from Tweets (2015, background): “This is the first lexicon with real-valued word–emotion association scores.”