Playing online games against computer- vs. human-controlled opponents
Effects on presence, flow, and enjoyment
Bibliographic Data
| ID | 23329341 |
|---|---|
| Authors | David Weibel (0000-0002-1848-9065, University of Bern, corresponding author), Bartholomäus Wissmath (0000-0002-6222-6094, University of Bern), Stephan Habegger (University of Bern), Yves Steiner (University of Bern), RUDOLF GRONER (0000-0003-4170-1148, University of Bern) |
| Year | 2008 |
| Volume | 24 |
| Issue | 5 |
| Pages | 2274-2291 |
| Publication date | 2008-09-01 |
| Peer Reviewed | Yes |
| Open Access | Yes |
| Type | ARTICLE |
| Venue | Computers in Human Behavior (JOURNAL) |
| Journal identifiers | ISSN: 0747-5632 • E-ISSN: 1873-7692 |
| Publisher | Elsevier BV (PUBLISHER) |
| DOI | 10.1016/j.chb.2007.11.002 |
| OpenAlex | W2060392407 |
| Language | EN |
| Citations received | 62 |
| References cited | 36 |
Feeling · Flow (mathematics) · Flow Experience in Various Fields · Mathematics · Media Influence and Health · Psychology · Social Psychology · Virtual Reality Applications and Impacts
Playing well with others
Gaming the Performance
Playful and Social Interaction in Physical Game
CityVill
Theorizing Flow and Media Enjoyment as Cognitive Synchronization of Attentional and Reward Networks
Switching Schemas
Taking “Fun and Games” Seriously
Toward a second-person neuroscience
Optimal experience of flow enhanced by telepresence
Engagement in digital entertainment games
A systematic literature review of empirical evidence on computer games and serious games
Venturing into the uncanny valley of mind—The influence of mind attribution on the acceptance of human-like characters in a virtual reality setting
User Acceptance of Virtual Reality
Causes of State Hostility and Enjoyment in Player Versus Player and Player Versus Environment Video Games
The Impact of AR Technology on Users’ Purchase Intention in Mobile Shopping
The Interplay Between Human Likeness and Agency on Virtual Influencer Credibility
Virtual Social Interaction in a Multiplayer-Online Video Game Increases Implicit Learning
Feel the Music!—Audience Experiences of Audio–Tactile Feedback in a Novel Virtual Reality Volumetric Music Video
Akış Deneyiminin Mobil Oyun Bağımlılığı ve Keşifsel Davranış Üzerindeki Etkisi
Interrelationships Among Dimensions of Flow and Reactance
Wild, stressful, or stupid
Vi̇deo Oyunlarinda Etki̇leşi̇mi̇n Önemi̇
The Role of Post-Stay Evaluation on Ewom and Hotel Revisit Intention among Gen Y
Impacts of Virtual Reality on Tourism Experience and Behavioral Intentions
The dynamics of competition and decision-making
Influence of competition-outcome feedback in video games on players’ flow experience
The development and validation of a universal enjoyment measure
Media Enjoyment
Would you be willing to purchase virtual gifts during esports live streams? Streamer characteristics and cultural traits
The impacts of real competition and virtual competition in digital game-based learning
Emotions and online gaming experiences
Virtual (freedom from) reality
Recovery from work by playing video games
The effects of observation in video games
They didn't ask
Exploring emotional ties
Mobile online game experience and community interaction
Matter Over Mind
Flow Experience of Older Adults Using the iStoppFalls Exergame
IParenting
Flow and cooperative learning in civic game play
Enhancing Behavioral Intentions Through Live Streaming in the Cultural and Creative Sector
Why do people play mobile social games? An examination of network externalities and of uses and gratifications
In Pursuit of Play
Do Video Games Promote Positive Youth Development
A meta-analysis of the relationships between psychosocial problems and internet habits
Experiential archaeology
Being present in more than one place at a time? Patterns of mental self-localization
The pleasure of being (there?)
More Than Stories With Buttons
Does the experience of presence restore self-control
Avatars Versus Agents
How and when is academic stress associated with adolescent digital game addiction
What is ‘Being There’? An ontology of the immersive experience
Falling in love with online games
The Impact of Presence on Learning Transfer Intention in Virtual Reality Simulation Game
Virtual reality, presence, and attitude change
An overview of and factor analytic approach to flow theory in online contexts
Men's harassment behavior in online video games
Gamified Entrepreneurship Courses Motivate College Students' Satisfaction
Hybrid Biological-Digital Systems in Artistic and Entertainment Computing
Measuring User Experience in Multiplayer Board Games
Evaluating Safety, Effectiveness, and User Satisfaction of Home International Normalized Ratio Monitoring Service
Measuring the Customer Experience in Online Environments
Marketing in Hypermedia Computer-Mediated Environments
Musings on Telepresence and Virtual Presence
The dimensionality and correlates of flow in human-computer interactions
The flow experience and its significance for human psychology
Task Characteristics and the Experience of Optimal Flow in Human—Computer Interaction
A Framework for Immersive Virtual Environments (Five)
Being There
Optimal Experience
Causes and Consequences of Social Interaction on the Internet
Online computer gaming
The Demographics, Motivations, and Derived Experiences of Users of Massively Multi-User Online Graphical Environments
Telepresence via Television
At the Heart of It All
Experienced Presence within Computer-Mediated Communications
The Cyborg's Dilemma
Measuring Presence in Virtual Environments
Understanding Media Enjoyment
Flow and Media Enjoyment
The moderator–mediator variable distinction in social psychological research
The moderator-mediator variable distinction in social psychological research
Defining Virtual Reality
| Unique citing works | 62 |
|---|---|
| Citations per year | 3,65 |
| Citation span | 2009 - 2026 (18) |
| Citation velocity | current |
| Highly cited | No |
| Citation types | Neutral: 57 |