The Effects of Video Game Controls on Hostility, Identification, and Presence
Datos Bibliográficos
| ID | 12748813 |
|---|---|
| Autores | Kevin Williams (0000-0001-5209-1395, Mississippi State University, autor de correspondencia) |
| Año | 2013 |
| Volumen | 16 |
| Número | 1 |
| Páginas | 26-48 |
| Fecha de publicación | 2013-01-01 |
| Peer Reviewed | Sí |
| Open Access | No |
| Tipo | ARTICLE |
| Revista | Mass Communication & Society (JOURNAL) |
| Identificadores de la revista | ISSN: 1520-5436 • E-ISSN: 1532-7825 |
| Editorial | Taylor & Francis (PUBLISHER • GB) |
| DOI | 10.1080/15205436.2012.661113 |
| OpenAlex | W1965305189 |
| Idioma | EN |
| Citas recibidas | 7 |
| Referencias citadas | 49 |
Seventy-two male college undergraduates at a large southeastern university played a video game in one of two conditions: using a traditional handheld controller or using motion-based controls. Results showed that using motion-based controls significantly increased measures of hostility, identification with the avatar, and impacted a sense of self presence with the game. Results indicate motion-based controls, although helping to create a bond with the game's avatar, do not necessarily create a feeling of immersion into the game environment
Avatar · Biology · Computer vision · Feeling · Hostility · Human–computer interaction · Identification (biology · Immersion (mathematics · Mobile device · Motion (physics · Multimedia · Video game · World Wide Web · Computer Science · Impact of Technology on Adolescents · Mathematics · Media Influence and Health · Psychology · Social Psychology · Virtual Reality Applications and Impacts
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| Obras citantes distintas | 7 |
|---|---|
| Citas por año | 0,54 |
| Intervalo de citas | 2013 - 2025 (13) |
| Velocidad de citación | recent |
| Altamente citado | No |
| Tipos de cita | Neutras: 7 |