Immersion and Emotion: Their Impact on the Sense of Presence
By Rosa María Baños, Cristina Botella, Mariano Alcañiz Raya, Víctor Liaño, B. Guerrero, B. Rey. Cyberpsychology, Behavior, and Social Networking, 2004
626 citations recorded by the source corpus.
Subfields: Ocean Engineering, Social Psychology, Human-Computer Interaction
View Paper: https://www.semanticscholar.org/paper/fb4dcbd818e5839f025a6bc247b3bc5632be502f
How researchers see this paper
The researchers whose trusted networks rank it highest, strongest advocate first. Every researcher gets a different order.
In Ocean Engineering
- Richard Skarbez
- Mary C. Whitton
- Niels Henze
- Valentin Schwind
- Nico Haas
- Frederick P. Brooks, Jr.
- Pascal Knierim
In Social Psychology
- Myung Ja Kim
- Choong‐Ki Lee
- Ryan Yung
- C. Khoo-Lattimore
- Timothy Hyungsoo Jung
- Marc Erich Latoschik
- Mario Botsch
- Richard Skarbez
In Human-Computer Interaction
- Myung Ja Kim
- Choong‐Ki Lee
- Richard Skarbez
- Mary C. Whitton
- Sergio Ibáñez-Sánchez
- Timothy Hyungsoo Jung
- Marc Erich Latoschik
- Mario Botsch
Citations in the corpus
- Using Presence Questionnaires in Virtual Reality (2019, background): “The key characteristic of virtual reality (VR) is the ability to create a sense of presence [11, 26, 43], the feeling of being or acting in a place, even when one is physically situated in another location [1, 24].”
- Exploring Consumer Behavior in Virtual Reality Tourism Using an Extended Stimulus-Organism-Response Model (2018, background): “The level of emotional involvement offered by a VR system is one factor that influences users’ feelings of reality (Baños et al. 2004).”
- The development of the Game Engagement Questionnaire: A measure of engagement in video game-playing (2009, background): “Immersion is typically used to describe the experience of becoming engaged in the game-playing experience while retaining some awareness of one’s surroundings (Banos et al., 2004; Singer & Witmer, 1999).”
- Affective Interactions Using Virtual Reality: The Link between Presence and Emotions (2007, neutral): “24–27 All the three parks share the structure and include the same objects (trees, lamps, summer cinema, band stand, etc).”
- The impact of perception and presence on emotional reactions: a review of research in virtual reality (2015, background): “…Juan and Perez, 2009), for HMD vs. computer monitor (Gorini et al., 2011), video wall (a large stereoscopic projection screen) vs. computer monitor (Baños et al., 2004), for active vs. passive navigation in VR (Freeman et al., 2005), and for stereoscopy vs. monoscopy (Ijsselsteijn et al., 2001;…”
- New realities: a systematic literature review on virtual reality and augmented reality in tourism research (2019, positive): “Outside tourism, Presence Theory has been adapted for VR research in education (Sun, Li, Zhu, & Hsiao, 2015), aviation (Vora et al., 2002), computer-mediated conferences (Gunawardena & Zittle, 1997), and emotional environments in cyberpsychology (Banos et al., 2004).”
- The Impact of Avatar Personalization and Immersion on Virtual Body Ownership, Presence, and Emotional Response (2018, background): “Also, our media conditions did not reveal any impact of immersion on emotional response as potentially could have been expected [5, 49].”
- The impact of virtual, augmented and mixed reality technologies on the customer experience (2019, background): “Although the medium is relevant in inducing presence, the user's psychological interpretation of what is in front of him/her is key to developing a sense of presence (Baños et al., 2004).”
- Measuring Engagement in eHealth and mHealth Behavior Change Interventions: Viewpoint of Methodologies (2018, background): “Immersion is also similar to cognitive absorption and flow, though it is often used to describe a less extreme experience of engagement, one where one may still have some awareness of one’s surroundings [22,23].”
- A Survey of Presence and Related Concepts (2017, background): “So reality judgment (the belief that our experiences are real) should be treated as related to, but distinct from, presence [7, 8].”
- How Immersive Is Enough? A Meta-Analysis of the Effect of Immersive Technology on User Presence (2016, neutral): “…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).”