scholarly journals Immersion in Computer Games: The Role of Spatial Presence and Flow

2011 ◽  
Vol 2011 ◽  
pp. 1-14 ◽  
Author(s):  
David Weibel ◽  
Bartholomäus Wissmath

A main reason to play computer games is the pleasure of being immersed in a mediated world.Spatial presenceandfloware considered key concepts to explain such immersive experiences. However, little attention has been paid to the connection between the two concepts. Thus, we empirically examined the relationship between presence and flow in the context of a computer role-playing game (), a racing game (), and a jump and run game (). In all three studies, factor analysis revealed that presence and flow are distinct constructs, which do hardly share common variance. We conclude that presence refers to the sensation of being there in the mediated world, whereas flow rather refers to the sensation of being involved in the gaming action. Further analyses showed that flow and presence depend on motivation and immersive tendency. In addition, flow and presence enhanced performance as well as enjoyment.

2020 ◽  
Vol 32 (1) ◽  
pp. 1-16 ◽  
Author(s):  
Carrie Heeter ◽  
Tom Day ◽  
Leticia Cherchiglia

Abstract We conducted an exploratory study to introduce, operationalize and test a theoretical conceptualization of interoceptive awareness (IA) in virtual worlds that aligns with neurobiological explanations of interoception. We examined the relationship between IA and the self-location subdimension of spatial presence. Experimental subjects experienced either a 10-min meditation designed to activate IA or a control condition designed to encourage mind wandering. Participants either wore a virtual reality (VR) headset (Samsung Gear VR or HTC Vive) or had their eyes closed. Results suggest that (i) IA was not different between eyes closed or eyes open in VR; (ii) VR display technology did not influence IA; and (iii) higher IA and visual clarity were associated with significantly stronger feelings of spatial presence, whereas display technology had no relationship to spatial presence. Further examination of the role of IA in virtual worlds experiences is warranted.


2020 ◽  
Vol 35 (s1) ◽  
pp. 237-250
Author(s):  
Claus Toft-Nielsen

AbstractThe relationship between the fantasy genre and the medium of computer games has always been a very tight-knit one. The present article explores the close connection between fantasy and computer games through different media, arguing that the fantasy genre's specific ‘mode of function’ is the ability to build complete fictional worlds, whereby it creates specific experiences for its users. Based on empirical data from focus group interviews with players of the most popular Western Massively Multiplayer Online Role-Playing Game (MMORPG) of all times, World of Warcraft, the article develops the concept of worldness as an experiential, phenomenological understanding of player experience. I discuss how this way of framing a core quality of the fantasy genre (of world-building) functions across single fictional universes and aims to grasp a specific fantasy experience of being in the world. This experience works on the level of genre, by anchoring the specific fantasy world in the larger, surrounding fantasy genre matrix.


2021 ◽  
Vol 11 ◽  
Author(s):  
Shupeng Heng ◽  
Huanfang Zhao ◽  
Minghui Wang

Background and Aims: Social interaction in the online games has been found to predict gaming disorder, but little research has examined the mechanism of this association. Drawing on the social capital theory, the present study investigated the mediating role of online social capital on the relationship between in-game social interaction and gaming disorder and the moderating role of alienation on the relationship between online social capital and gaming disorder.Methods: A sample of 457 Chinese massively multiplayer online role-playing game gamers was recruited to complete the In-game Social Interaction Questionnaire, Online Social Capital Scale, Alienation Scale, and Pathological Gaming Scale.Results: The results showed that online social capital was a mediator in the relationship between in-game social interaction and gaming disorder. Moreover, for individuals with low alienation, the effect of online social capital on gaming disorder was weaker than for those with high alienation.Conclusions: The present study provides new insight into the complex processes involved in the effect of in-game social interaction on gaming disorder, and the results have important theoretical and practical implications.


Author(s):  
Ragan Wilson ◽  
Christopher B. Mayhorn

With virtual reality’s emerging popularity and the subsequent push for more sports media experiences, there is a need to evaluate virtual reality’s use into more video watching experiences. This research explores differences in experiences between Monitor (2D) video and HMD (360-Degree) video footage by measuring user perceptions of presence, suspense, and enjoyment. Furthermore, this study examines the relationship between presence, game attractiveness, suspense, and enjoyment as explored by Kim, Cheong, and Kim (2016). Differences were assessed via a MANOVA examining specifically presence, suspense, and enjoyment while the relationships were explored via a confirmatory factor analysis. Results suggest that there was a difference between Monitor (2D) video and HMD (360-Degree) in regard to spatial presence, engagement, suspense, and enjoyment, but the previous model from Kim et al. (2016) was not a good fit to this study’s data.


2007 ◽  
Vol 20 (4) ◽  
Author(s):  
Maaike Jongenelen ◽  
Roos Vonk

Individual differences in money-grabbing: The role of entitlement, social value orientation, and misuse of power Individual differences in money-grabbing: The role of entitlement, social value orientation, and misuse of power M. Jongenelen & R. Vonk, Gedrag & Organisatie, volume 20, November 2007, nr. 4, pp. 369-381 This research investigates the role of individual differences in money-grabbing. Feelings of entitlement, high scores on the Misuse of Power scale and a pro-self focus were expected to lead to grabbing behaviour in high-power individuals. While playing a manager in a role-playing game, participants had the opportunity to grab more valuable points then their equal share. Results showed that pro-self participants grabbed more than pro-socials. Among the pro-self participants, feelings of entitlement led to higher Misuse of Power scores which, in turn, led to more grabbing. Entitlement en Misuse of Power had no effect on grabbing in pro-socials. It is concluded that power does not corrupt absolutely: Individual differences predict how a powerful person will behave. Implications for business settings are dealt with in the discussion.


Author(s):  
Lilian Otaye ◽  
Wilson Wong

Purpose – The purpose of this paper is to explore the contours of fairness by showing how different facets of fairness impact three important employee outcomes (job satisfaction, turnover intention and employer advocacy) and examining the mediating role of quality of management and leadership (through perceptions of both senior management and the quality of exchange with immediate supervisors) in attenuating negative impacts of unfairness on these outcomes. The study extends the concept of fairness beyond the traditional focus on organizational justice and models the mediating role of leadership on the relationship between (un)fairness and the three employee-level outcomes in a sample of employees representative of the UK workforce. Design/methodology/approach – Data were obtained from a nationally representative sample of 2,067 employees in the UK. Exploratory factor analysis and then confirmatory factor analysis is used to refine three unfairness factors and address their dimensionality of the unfairness scale and then multiple regression analysis is used to test a fairness-leadership-employee performance outcome model. Findings – Results of multiple regression analysis revealed that both trust in leadership and leader-member exchange partially mediate the relationship between organizational (un)fairness and job satisfaction, advocacy and turnover intention, respectively. Practical implications – The findings highlight the important role that leaders play in influencing the relationship between perception of unfairness and employee outcomes. This has implications for both theory and practice as it suggests that the pattern of inclusion that leaders create through the relationships that they develop with their followers has a significant impact on the relationship between unfairness and the work outcomes. They not only must manage traditional perceptions of justice, but also the assessments employees make about trust in management judgements and the perceived consequences of such judgements. Originality/value – In an environment where perceptions of unfairness are becoming both more endemic but also more complex, the study shows that both senior leaders and immediate supervisors have important agency in managing negative consequences. Through the measurement of satisfaction, turnover intention and employer advocacy it also provides potential links to link fairness into the engagement literature.


Author(s):  
José Rascão

This chapter investigates the key concepts of information systems, as well as the role of information in the information management activities, in terms of supporting decision making by different organizations' managers in the literature of information sciences and business sciences. The information has become, in the global economy, a source of value for organizations, assuming a key role in contributing to the development of the performance of the same. The relationship of information management with business management helps the process of decision making.


Author(s):  
David Hatfield

Epistemic network analysis provides a useful method for measuring the development of meaningful skills and ways of thinking for participants in epistemic games. This study compares the development of an epistemic frame in a journalism epistemic game, science.net, a role-playing game modeled on authentic journalism practice in which students take on the role of journalists and interact with fellow students and mentors, with a professional journalism practicum. Analyzing the discourse produced by both the game and the practicum through epistemic network analysis (ENA) shows how the virtual internship produced the same type of mentor feedback as the professional practicum on which it was modeled. Players also were able to learn different aspects of journalistic professional expertise as a result of playing the game, and these learning gains continued to be present months after the game was over. Participants in both the simulation and practicum demonstrated significant increases in journalism performance as measured through ENA. Epistemic games, like science.net, have the potential to reproduce key training practices of professional experiences and develop the components of epistemic frames of particular communities. ENA is a valuable tool for assessing the ability of epistemic games to produce these results.


First Monday ◽  
2011 ◽  
Author(s):  
Jing Wang ◽  
David A. Huffaker ◽  
Jeffrey W. Treem ◽  
Lindsay Fullerton ◽  
Muhammad A. Ahmad ◽  
...  

This study is the first large–scale multi–method attempt to empirically examine the characteristics leading to development of expertise in EverQuest II, a popular massively multi–player online role–playing game (MMOs). Benefiting from the unprecedented opportunity of obtaining game log data matched with survey data, the project investigated the relationship between player motivations and in–game behavior, personality characteristics, and demographic attributes with game performance and achievement, which we refer to as game “expertise.” Players who were high on achievement motivation or social motivation had higher game expertise, while those high on immersion motivation had lower expertise. Game experts were also characterized by focusing their game time on completing tasks. Younger players showed a slim advantage over older players. Male and female players exhibited similar expertise levels in this MMO.


2013 ◽  
Vol 23 (2) ◽  
pp. 229-256 ◽  
Author(s):  
Robert Davis ◽  
Bodo Lang ◽  
Neil Gautam

PurposeIt is assumed that consumers consume games to experience hedonic and utilitarian value. However, there is no conceptual model or empirical evidence that supports this hypothesis in the game context or clarifies whether these consumption values have dual mediated or individual effects. Therefore, the purpose of this research is to model the relationship between hedonic and utilitarian consumption and game purchase and usage.Design/methodology/approachThis research question is answered through two studies. In Study One, qualitative interviews with 18 gamers were implemented to explore the relationship between hedonic and utilitarian consumption and, game purchase and usage behaviour. In Study Two, we surveyed 493 consumers and conducted confirmatory factor analysis and structural equation modelling across four game types to model this relationship.FindingsThe paper concludes that hedonic rather than utilitarian consumption positively impacts purchase and usage. Support was also found for the utilitarian‐hedonic dual mediation model (UHDM). Therefore, utilitarian consumption has an indirect causal effect on game purchase or usage through hedonic consumption.Practical implicationsGame development for consumers online, on wireless devices and on consoles should place greater emphasis on the practical implications of hedonic consumption. Attention could be focused on perceived enjoyment, self‐concept, self‐congruity and self‐efficacy as the primary drivers of use and purchase. Practical solutions should also be developed to develop the UHDM effect.Originality/valueThis is the first paper in the game context to explore and model the relationship between hedonic, utilitarian consumption and the UHDM effect on game purchase and usage. This paper is also unique because it provides results across four game groups: all games (ALL), Sports/Simulation/Driving (SSD), Role Playing Game/Massively Multiplayer Online Role‐Playing Game Strategy (RPG), and Action/Adventure/Fighting (AAF).


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