Presence and television
The role of screen size
Bibliographic Data
| ID | 2269842 |
|---|---|
| Authors | M Lombard (0000-0002-0675-0414), Rd Reich (Mary Baldwin College), Grabe, Cc Bracken (Temple University), Tb Ditton (Villanova University) |
| Year | 2000 |
| Volume | 26 |
| Issue | 1 |
| Pages | 75-98 |
| Publication date | 2000-01-01 |
| Peer Reviewed | Yes |
| Open Access | Yes |
| Type | ARTICLE |
| Venue | Human Communication Research (JOURNAL) |
| Journal identifiers | ISSN: 0360-3989 • E-ISSN: 1468-2958 |
| Publisher | Oxford University Press (OUP) (PUBLISHER) |
| DOI | 10.1111/j.1468-2958.2000.tb00750.x |
| OpenAlex | W1705561776 |
| Language | EN |
| Citations received | 58 |
| References cited | 27 |
Film and a number of emerging entertainment technologies offer media consumers an illusion of nonmediation known as presence. To investigate the possibility that television can evoke presence, 65 undergraduate students were shown brief examples of rapid point-of-view movement from commercially available videotapes on a television with either a small screen (12 inches [30.5 cm], measured diagonally) or a large screen (46 inches [116.8 cm]). Participants' responses were measured via a questionnaire and a computer-based recording of arousal (electrodermal activity). Viewers of both televisions reported an enjoyable sense of physical movement, excitement, involvement, and a sense of participation. Furthermore, as predicted, participants who watched the large screen television thought the movement in the scenes was faster, experienced a greater sense of physical movement, enjoyed the movement to a greater extent, found the viewing experience more exciting, and were more physiologically aroused. Practical and theoretical implications are discussed
Aesthetics · Art · Cognitive psychology · Entertainment · Human–computer interaction · Illusion · Movement (music · Point (geometry · Sense of presence · Virtual reality · Visual arts · Computer Science · Impact of Technology on Adolescents · Media Influence and Health · Psychology · Social Psychology · Virtual Reality Applications and Impacts
Synthesizing Presence
Evoking presence in vlogging
The influence of self- and other-deprecatory humor on presidential candidate evaluation during the 2008 US election
Viewing Angle Matters-Screen Type Does Not
The Effects of Technological Advancement and Violent Content in Video Games on Players’ Feelings of Presence, Involvement, Physiological Arousal, and Aggression
Visual Communication
Transformed Social Interaction, Augmented Gaze, and Social Influence in Immersive Virtual Environments
Lessons Learned from a Research Saga
Contributions of Psychophysiology to Media Research
How Immersive Is Enough? A Meta-Analysis of the Effect of Immersive Technology on User Presence
Presence and Cybersickness in Virtual Reality Are Negatively Related
A Process Model of the Formation of Spatial Presence Experiences
The Effects of Viewing an Uplifting 360-Degree Video on Emotional Well-Being Among Elderly Adults and College Students Under Immersive Virtual Reality and Smartphone Conditions
In the dark cube
Visual angle modulates affective responses to audiovisual stimuli
Language, modality, and mobile media use experiences
Immersive virtual reality in K‐12 and higher education
A New Frontier in Science Communication? What We Know About How Public Audiences Respond to Cinematic Scientific Visualization
Watching Videos on a Smartphone
Can Stereotype Threat and Lift Visual Messages Affect Subsequent Physical Activity? Evidence from a Controlled Experiment Using Accelerometers
The adverse effects of mobile devices on willingness to donate and online fundraising outcomes
El sesgo de atención a las imágenes del cambio climático y su incidencia en el compromiso ciudadano
Death with a Story
Transformed Social Interaction, Augmented Gaze, and Social Influence in Immersive Virtual Environments
Creative Processes of Emotional Images
Smartphone-size screens constrain cognitive access to video news stories
Contextual Features of Violent Video Games, Mental Models, and Aggression
Decisions in Research Review Boards
Why Users Keep Watching
Four decades of biological measurement advancing mediated communication theory
Selfie-Viewing and Facial Dissatisfaction among Emerging Adults
Fuzzy picture processing
The Social Life of Information Displays
Mediated Human-Food Interaction for Remote Presence in Adult Family Relationships
Overcoming Resistance Through Narratives
Refining the Response-Frequency Measure of Media Habit – The role of time pressure
Immersed in violence
EDA Positive Change
The Importance of Considering Exposure States When Designing Survey Research Studies
Presenting the past
Sports on Traditional and Newer Digital Media
The Effects of Video Game Controls on Hostility, Identification, and Presence
The Impact of Subjective Camera in Sports on Arousal and Enjoyment
The Use of Melodramatic Animation in News, Presence and News Credibility
Telepresence via Television
Enjoyment
The Attentional Mechanism of Message Sensation Value
Using virtual reality for tourism marketing
Being social during the big dance
Technology's Four Roles in Understanding Individuals' Conservation of Natural Resources
Are physically embodied social agents better than disembodied social agents
Can Robots Manifest Personality
Is there a visual bias in televised debates? Evidence from Germany, 2002–2017
Giant screen film and science learning in museums
The New Videomalaise
Effects of "In-Your-Face" Television Discourse on Perceptions of a Legitimate Opposition
Zoom Affordances and Identity
Colloquy
Musings on Telepresence and Virtual Presence
Looking at pictures
Being There
The social psychology of telecommunications
At the Heart of It All
A Psychophysiological Test for Motionsickness Susceptibility
Defining Virtual Reality
Normative Images of Communication Media Mass and Interpersonal Channels in the New Media Environment
Nonverbal Expectancies and the Evaluative Consequences of Violations
A Communication Model of Personal Space Violations
| Unique citing works | 58 |
|---|---|
| Citations per year | 2,23 |
| Citation span | 2000 - 2026 (27) |
| Citation velocity | current |
| Highly cited | No |
| Citation types | Neutral: 52 |