메뉴 건너뛰기




Volumn 20, Issue 6, 2011, Pages 591-619

Spatial presence and perceived reality as predictors of motion-based video game enjoyment

Author keywords

[No Author keywords available]

Indexed keywords

IMMERSIVE; INTERACTIVITY; MICROSOFT; NEW MODEL; NINTENDO; UNIVERSITY STUDENTS; VIDEO GAME; XBOX 360;

EID: 84859452083     PISSN: 10547460     EISSN: 15313263     Source Type: Journal    
DOI: 10.1162/PRES_a_00084     Document Type: Article
Times cited : (82)

References (88)
  • 1
    • 0347184607 scopus 로고    scopus 로고
    • Computer game studies, year one
    • doi:10.1386/sfci.1.1.47
    • Aarseth, E. (2001). Computer game studies, year one. Game Studies, 1, 1. doi:10.1386/sfci.1.1.47
    • (2001) Game Studies , vol.1 , pp. 1
    • Aarseth, E.1
  • 2
    • 0035464222 scopus 로고    scopus 로고
    • Effects of violent video games on aggressive behavior, aggressive cognition, aggressive affect, physiological arousal, and prosocial behavior: A meta-analytic review of the scientific literature
    • Anderson, C. A., & Bushman, B. J. (2001). Effects of violent video games on aggressive behavior, aggressive cognition, aggressive affect, physiological arousal, and prosocial behavior: A meta-analytic review of the scientific literature. Psychological Science, 12(5), 353-359.
    • (2001) Psychological Science , vol.12 , Issue.5 , pp. 353-359
    • Anderson, C.A.1    Bushman, B.J.2
  • 3
    • 0036407792 scopus 로고    scopus 로고
    • Human aggression
    • doi:10.1146/annurev.psych.53.100901.135231
    • Anderson, C. A., & Bushman, B. J. (2002). Human aggression. Annual Review of Psychology, 53, 27-51. doi:10.1146/annurev.psych.53.100901.135231
    • (2002) Annual Review of Psychology , vol.53 , pp. 27-51
    • Anderson, C.A.1    Bushman, B.J.2
  • 4
    • 77649200186 scopus 로고    scopus 로고
    • Violent video game effects on aggression, empathy, and prosocial behavior in Eastern and Western countries: A meta-analytic review
    • doi:10.1037/a0018251; 10.1037/a0018251.supp
    • Anderson, C. A., Shibuya, A., Ihori, N., Nobuko., Swing, E. L., Bushman, B. J., Sakamoto, A., Rothstein, H. R., & Saleem, M. (2010). Violent video game effects on aggression, empathy, and prosocial behavior in Eastern and Western countries: A meta-analytic review. Psychological Bulletin, 136(2), 151-173. doi:10.1037/a0018251; 10.1037/a0018251.supp
    • (2010) Psychological Bulletin , vol.136 , Issue.2 , pp. 151-173
    • Anderson, C.A.1    Shibuya, A.2    Ihori, N.3    Nobuko4    Swing, E.L.5    Bushman, B.J.6    Sakamoto, A.7    Rothstein, H.R.8    Saleem, M.9
  • 5
    • 0039004664 scopus 로고
    • Towards an effective characterization of graphical interaction
    • In R. A. Guedj, P. J. W. tenHagen, F. R. Hopgood, H. A. Tucker, & D. A. Duce (Eds.), Amsterdam: North Holland Publishing Company
    • Baecker, R. (1980). Towards an effective characterization of graphical interaction. In R. A. Guedj, P. J. W. tenHagen, F. R. Hopgood, H. A. Tucker, & D. A. Duce (Eds.), Methodology of interaction (pp. 127-147). Amsterdam: North Holland Publishing Company.
    • (1980) Methodology of Interaction , pp. 127-147
    • Baecker, R.1
  • 6
    • 33751582971 scopus 로고    scopus 로고
    • The use of student samples in communication research
    • Basil, M. D. (1996). The use of student samples in communication research. Journal of Broadcasting & Electronic Media, 40, 431-440.
    • (1996) Journal of Broadcasting & Electronic Media , vol.40 , pp. 431-440
    • Basil, M.D.1
  • 7
    • 21344488532 scopus 로고
    • Communication research in the design of communication interfaces and systems
    • doi:10.1111/j.1460-2466.1993.tb01305.x
    • Biocca, F. (1993). Communication research in the design of communication interfaces and systems. Journal of Communication, 43, 59-68. doi:10.1111/j.1460-2466.1993.tb01305.x
    • (1993) Journal of Communication , vol.43 , pp. 59-68
    • Biocca, F.1
  • 8
    • 77549086010 scopus 로고    scopus 로고
    • Presence and video games: The impact of image quality
    • Retrieved September 16, 2011, from
    • Bracken, C. C., & Skalski, P. (2009). Presence and video games: The impact of image quality. PsychNology, 7, 101-112. Retrieved September 16, 2011, from www.psychnology.org.
    • (2009) PsychNology , vol.7 , pp. 101-112
    • Bracken, C.C.1    Skalski, P.2
  • 9
    • 42549167499 scopus 로고    scopus 로고
    • Fictionality and perceived realism in experiencing stories: A model of narrative comprehension and engagement
    • doi:10.1111/j.1468-2885.2008.00322.x
    • Busselle, R. W., & Bilandzic, H. (2008). Fictionality and perceived realism in experiencing stories: A model of narrative comprehension and engagement. Communication Theory, 18, 255-280. doi:10.1111/j.1468-2885.2008.00322.x
    • (2008) Communication Theory , vol.18 , pp. 255-280
    • Busselle, R.W.1    Bilandzic, H.2
  • 10
    • 50249146358 scopus 로고    scopus 로고
    • A microcosm of change: The impact of the video game industry on social networking and the consumer media experience
    • Carbonara, C. (2007). A microcosm of change: The impact of the video game industry on social networking and the consumer media experience. IEEE International Symposium on Consumer Electronics, ISCE 2007, 20(23), 1-19.
    • (2007) IEEE International Symposium on Consumer Electronics, ISCE , vol.20 , Issue.23 , pp. 1-19
    • Carbonara, C.1
  • 11
    • 84859447027 scopus 로고    scopus 로고
    • Retrieved 1/21/2011 from
    • Carmody, T. (2010). How motion detection works in XBOX Kinect. Retrieved 1/21/2011 from http://www.wired.com/gadgetlab/2010/11/tonights-release-xboxkinect-how-d oes-it-work
    • (2010) How Motion Detection Works in XBOX Kinect
    • Carmody, T.1
  • 14
    • 0347164871 scopus 로고    scopus 로고
    • Defining interactivity: A qualitative identification of key dimensions
    • doi:10.1177/14614440022225751
    • Downes, E. J., & McMillian, S. J. (2000). Defining interactivity: A qualitative identification of key dimensions. New Media & Society, 2, 157-179. doi:10.1177/14614440022225751
    • (2000) New Media & Society , vol.2 , pp. 157-179
    • Downes, E.J.1    McMillian, S.J.2
  • 15
    • 34249879308 scopus 로고    scopus 로고
    • Design and evaluation of a real-world virtual environment for architecture and urban planning
    • doi:10.1162/pres.16.3.318
    • Drettakis, G., Roussou, M., Reche, A., & Tsingos, N. (2007). Design and evaluation of a real-world virtual environment for architecture and urban planning. Presence: Teleoperators and Virtual Environments, 16(3), 318-332. doi:10.1162/pres.16.3.318
    • (2007) Presence: Teleoperators and Virtual Environments , vol.16 , Issue.3 , pp. 318-332
    • Drettakis, G.1    Roussou, M.2    Reche, A.3    Tsingos, N.4
  • 16
    • 0003275601 scopus 로고
    • A typology for interactive media
    • In M. L. McLaughlin (Ed.), Newbury Park, CA: Sage Publications
    • Durlak, J. T. (1987). A typology for interactive media. In M. L. McLaughlin (Ed.), Communication yearbook 10 (pp. 743-757). Newbury Park, CA: Sage Publications.
    • (1987) Communication Yearbook , vol.10 , pp. 743-757
    • Durlak, J.T.1
  • 17
    • 33746628457 scopus 로고    scopus 로고
    • Video game violence and the female game player: Self-and opponent gender effects on presence and aggressive thoughts
    • doi:10.1111/j.1468-2958.2006.00279.x
    • Eastin, M. S. (2006). Video game violence and the female game player: Self-and opponent gender effects on presence and aggressive thoughts. Human Communication Research, 32, 351-372. doi:10.1111/j.1468-2958.2006.00279.x
    • (2006) Human Communication Research , vol.32 , pp. 351-372
    • Eastin, M.S.1
  • 19
    • 0141600354 scopus 로고    scopus 로고
    • Video games and the pleasures of control
    • In D. Zillmann & P. Vorderer (Eds.), Mahwah, NJ: Erlbaum
    • Grodal, T. (2000). Video games and the pleasures of control. In D. Zillmann & P. Vorderer (Eds.), Media entertainment (pp. 197-213). Mahwah, NJ: Erlbaum.
    • (2000) Media Entertainment , pp. 197-213
    • Grodal, T.1
  • 20
    • 0347660658 scopus 로고    scopus 로고
    • Reading realism: Audiences' perceptions of the realism of mass media texts
    • doi:10.1093/joc/53.4.624
    • Hall, A. (2003). Reading realism: Audiences' perceptions of the realism of mass media texts. Journal of Communication, 53, 624-641. doi:10.1093/joc/53.4.624
    • (2003) Journal of Communication , vol.53 , pp. 624-641
    • Hall, A.1
  • 21
    • 83455193306 scopus 로고    scopus 로고
    • Social and spatial presence: An application to optimize human-computer interaction
    • Retrieved September 16, 2011, from
    • Horvath, K., & Lombard, M. (2010). Social and spatial presence: An application to optimize human-computer interaction. Psych Nology, 8, 85-114. Retrieved September 16, 2011, from www.psychnology.org
    • (2010) Psych Nology , vol.8 , pp. 85-114
    • Horvath, K.1    Lombard, M.2
  • 22
  • 23
    • 34547911053 scopus 로고    scopus 로고
    • The effects of technological advancement and violent content in video games on players' feelings of presence, involvement, physiological arousal, and aggression
    • doi:10.1111/j.1460-2466.2007.00356.x
    • Ivory, D. J., & Kalyanaraman, S. (2007). The effects of technological advancement and violent content in video games on players' feelings of presence, involvement, physiological arousal, and aggression. Journal of Communication, 57, 532-555. doi:10.1111/j.1460-2466.2007.00356.x
    • (2007) Journal of Communication , vol.57 , pp. 532-555
    • Ivory, D.J.1    Kalyanaraman, S.2
  • 24
    • 0040188956 scopus 로고    scopus 로고
    • Interactivity: Tracing a new concept in media and communication studies
    • Retrieved September 16, 2011 from
    • Jensen, J. F. (1998). Interactivity: Tracing a new concept in media and communication studies. Nordicom Review, 19, 185-204. Retrieved September 16, 2011 from http://www.nordicom.gu.se/?portal=publ&main=info_publ2.php&ex=38 &me=2
    • (1998) Nordicom Review , vol.19 , pp. 185-204
    • Jensen, J.F.1
  • 25
    • 80052558440 scopus 로고    scopus 로고
    • Effects of representational realism in 3D violent games
    • Retrieved September 16, 2011 from
    • Jeong, E. J., Biocca, F. A., & Bohil, C. J. (2008). Effects of representational realism in 3D violent games. Proceedings of the Presence 2008 Annual Convention, 11, 191-200. Retrieved September 16, 2011 from http://sct.temple.edu/blogs/ispr/presence-conferences/previous-conferenc es/presence-2008-proceedings/
    • (2008) Proceedings of the Presence 2008 Annual Convention , vol.11 , pp. 191-200
    • Jeong, E.J.1    Biocca, F.A.2    Bohil, C.J.3
  • 26
    • 80052555953 scopus 로고    scopus 로고
    • Brand logo placements in violent games: Effects of violence cues on memory and attitude through arousal and presence
    • Jeong, E. J., Bohil, C. J., & Biocca, F. A. (2011). Brand logo placements in violent games: Effects of violence cues on memory and attitude through arousal and presence. Journal of Advertising, 40(3), 61-75.
    • (2011) Journal of Advertising , vol.40 , Issue.3 , pp. 61-75
    • Jeong, E.J.1    Bohil, C.J.2    Biocca, F.A.3
  • 27
    • 84859474376 scopus 로고    scopus 로고
    • Kinect Including Kinect: Adventures!, Retrieved 11/16/2011 from
    • Kinect Including Kinect: Adventures! (2011). Retrieved 11/16/2011 from http://www.play.com/Games/Xbox360/4-/10296372/Kinect-Including-Kinect-Ad ventures/Product.html?searchtype=allproducts&searchsource=0&sear chstring=kinect&urlrefer=search
    • (2011)
  • 28
    • 84906103428 scopus 로고    scopus 로고
    • Effectance, self-efficacy, and the motivation to play video games
    • In P. Vorderer & J. Bryant (Eds.), Mahwah, NJ: Erlbaum
    • Klimmt, C., & Hartmann, T. (2006). Effectance, self-efficacy, and the motivation to play video games. In P. Vorderer & J. Bryant (Eds.), Playing video games: Motives, responses, and consequences (pp. 133-145). Mahwah, NJ: Erlbaum.
    • (2006) Playing Video Games: Motives, Responses, and Consequences , pp. 133-145
    • Klimmt, C.1    Hartmann, T.2
  • 29
    • 37249085236 scopus 로고    scopus 로고
    • Effectance and control as determinants of video game enjoyment
    • doi:10.1089/cpb.2007.9942
    • Klimmt, C., Hartmann, T., & Frey, A. (2007). Effectance and control as determinants of video game enjoyment. CyberPsychology & Behavior, 10, 845-847. doi:10.1089/cpb.2007.9942
    • (2007) CyberPsychology & Behavior , vol.10 , pp. 845-847
    • Klimmt, C.1    Hartmann, T.2    Frey, A.3
  • 30
    • 0141740212 scopus 로고    scopus 로고
    • Media psychology "is not yet there": Introducing theories on media entertainment to the presence debate
    • doi:10.1162/105474603322391596
    • Klimmt, C., & Vorderer, P. (2003). Media psychology "is not yet there": Introducing theories on media entertainment to the presence debate. Presence: Teleoperators and Virtual Environments, 12, 346-359. doi:10.1162/105474603322391596
    • (2003) Presence: Teleoperators and Virtual Environments , vol.12 , pp. 346-359
    • Klimmt, C.1    Vorderer, P.2
  • 32
    • 0036080236 scopus 로고    scopus 로고
    • Mood management via the digital jukebox
    • doi:10.1093/joc/52.2.351
    • Knobloch, S., & Zillmann, D. (2002). Mood management via the digital jukebox. Journal of Communication, 52, 351-366. doi:10.1093/joc/52.2.351
    • (2002) Journal of Communication , vol.52 , pp. 351-366
    • Knobloch, S.1    Zillmann, D.2
  • 34
    • 78449267782 scopus 로고    scopus 로고
    • The effects of video game realism on attention, retention and aggressive outcomes
    • doi:10.1016/j.chb.2010.09.005
    • Krcmar, M., Farrar, K., & McGloin, R. (2011). The effects of video game realism on attention, retention and aggressive outcomes. Computers in Human Behavior, 27, 432-439. doi:10.1016/j.chb.2010.09.005
    • (2011) Computers in Human Behavior , vol.27 , pp. 432-439
    • Krcmar, M.1    Farrar, K.2    McGloin, R.3
  • 35
    • 0035363385 scopus 로고    scopus 로고
    • Interactive computer games: Human-level AI's killer application
    • Laird, J. E., & van Lent, M. (2001). Interactive computer games: Human-level AI's killer application. AI Magazine, 22(2), 15-25.
    • (2001) AI Magazine , vol.22 , Issue.2 , pp. 15-25
    • Laird, J.E.1    van Lent, M.2
  • 36
    • 0040783036 scopus 로고
    • Users and contexts
    • In B. Laurel (Ed.), Reading, MA: Addison-Wesley
    • Laurel, B. (1990). Users and contexts. In B. Laurel (Ed.), The art of human-computer interface design (pp. 91-93). Reading, MA: Addison-Wesley.
    • (1990) The Art of Human-computer Interface Design , pp. 91-93
    • Laurel, B.1
  • 37
    • 84859474382 scopus 로고    scopus 로고
    • Presented to Carnegie Mellon University, Human Computer Interaction Institute. Retrieved on 9/21/11 from
    • Lee, J. C. (2008). Interaction techniques using the Wii remote (and other HCi projects). Presented to Carnegie Mellon University, Human Computer Interaction Institute. Retrieved on 9/21/11 from http://wxweek.com/slides/wiimote-projects-uxweek.pdf
    • (2008) Interaction Techniques Using the Wii Remote (and Other HCi Projects)
    • Lee, J.C.1
  • 38
    • 1842832073 scopus 로고    scopus 로고
    • Presence, explicated
    • doi:10.1093/ct/14.1.27
    • Lee, K. M. (2004). Presence, explicated. Communication Theory, 14, 27-50. doi:10.1093/ct/14.1.27
    • (2004) Communication Theory , vol.14 , pp. 27-50
    • Lee, K.M.1
  • 39
    • 0039250397 scopus 로고    scopus 로고
    • A cross-media presence questionnaire: The ITC-Sense of Presence Inventory
    • doi:10.1162/105474601300343612
    • Lessiter, J., Freeman, J., Keogh, E., & Davidoff, J. (2001). A cross-media presence questionnaire: The ITC-Sense of Presence Inventory. Presence: Teleoperators and Virtual Environments, 10, 282-297. doi:10.1162/105474601300343612
    • (2001) Presence: Teleoperators and Virtual Environments , vol.10 , pp. 282-297
    • Lessiter, J.1    Freeman, J.2    Keogh, E.3    Davidoff, J.4
  • 40
    • 0042223407 scopus 로고    scopus 로고
    • At the heart of it all: The concept of presence
    • doi:10.1111/j.1083-6101.1997.tb00072.x
    • Lombard, M., & Ditton, T. (1997). At the heart of it all: The concept of presence. Journal of Computer Mediated Communication, 3(2). doi:10.1111/j.1083-6101.1997.tb00072.x
    • (1997) Journal of Computer Mediated Communication , vol.3 , Issue.2
    • Lombard, M.1    Ditton, T.2
  • 43
    • 33751192879 scopus 로고    scopus 로고
    • An exploration of adolescents' perceptions of video game realism
    • doi:10.1080/17439880601021983
    • Malliet, S. (2006). An exploration of adolescents' perceptions of video game realism. Learning, Media and Technology, 31, 377-394. doi:10.1080/17439880601021983
    • (2006) Learning, Media and Technology , vol.31 , pp. 377-394
    • Malliet, S.1
  • 45
    • 84859446985 scopus 로고    scopus 로고
    • Microsoft Corporation, Retrieved on 1/22/2011 from
    • Microsoft Corporation. (2010). Press release (11/2010) for Kinect. Retrieved on 1/22/2011 from http://www.xbox.com/en-US/Press/Presskits/2011-ces
    • (2010) Press Release (11/2010) for Kinect
  • 46
    • 0037486646 scopus 로고    scopus 로고
    • Interactivity and computer-based instruction
    • doi:10.2190/9V8J-48TX-461C-DXVG
    • Milheim, W. D. (1996). Interactivity and computer-based instruction. Journal of Educational Technology Systems, 24, 225-233. doi:10.2190/9V8J-48TX-461C-DXVG
    • (1996) Journal of Educational Technology Systems , vol.24 , pp. 225-233
    • Milheim, W.D.1
  • 48
    • 84859471363 scopus 로고    scopus 로고
    • Nintendo Corporation, Retrieved on 9/21/11 from
    • Nintendo Corporation. (2011). Wii controllers. Retrieved on 9/21/11 from http://wii.nintendo.com/controller.jsp
    • (2011) Wii Controllers
  • 49
    • 77952644650 scopus 로고    scopus 로고
    • Natural human interfaces are not natural
    • doi:10.1145/1744161.1744163
    • Norman, D. (2010). Natural human interfaces are not natural. ACM Interactions Magazine, 17(3), 6-10. doi:10.1145/1744161.1744163
    • (2010) ACM Interactions Magazine , vol.17 , Issue.3 , pp. 6-10
    • Norman, D.1
  • 50
    • 44449105017 scopus 로고    scopus 로고
    • The causes and consequences of presence: Considering the influence of violent video games on presence and aggression
    • doi:10.1162/pres.17.3.256
    • Nowak, K. L., Krcmar, M., & Farrar, K. M. (2008). The causes and consequences of presence: Considering the influence of violent video games on presence and aggression. Presence: Teleoperators and Virtual Environments, 17, 256-268. doi:10.1162/pres.17.3.256
    • (2008) Presence: Teleoperators and Virtual Environments , vol.17 , pp. 256-268
    • Nowak, K.L.1    Krcmar, M.2    Farrar, K.M.3
  • 51
    • 33748636262 scopus 로고    scopus 로고
    • Learning, experience, and cognitive factors in the presence experiences of gamers: An exploratory relational study
    • doi:10.1162/pres.15.4.373
    • Nunez, D., & Blake, E. (2006). Learning, experience, and cognitive factors in the presence experiences of gamers: An exploratory relational study. Presence: Teleoperators and Virtual Environments, 15(4), 373-380. doi:10.1162/pres.15.4.373
    • (2006) Presence: Teleoperators and Virtual Environments , vol.15 , Issue.4 , pp. 373-380
    • Nunez, D.1    Blake, E.2
  • 52
    • 34147111760 scopus 로고    scopus 로고
    • College students' video game participation and perceptions: Gender differences and implications
    • doi:10.1007/s11199-007-9193-5
    • Ogletree, S., & Drake, R. (2007). College students' video game participation and perceptions: Gender differences and implications. Sex Roles, 56, 537-542. doi:10.1007/s11199-007-9193-5
    • (2007) Sex Roles , vol.56 , pp. 537-542
    • Ogletree, S.1    Drake, R.2
  • 53
    • 39749131652 scopus 로고    scopus 로고
    • Immersive virtual video game play and presence: Influences on aggressive feelings and behavior
    • doi:10.1162/pres.17.1.57
    • Persky, S., & Blascovich, J. (2008). Immersive virtual video game play and presence: Influences on aggressive feelings and behavior. Presence: Teleoperators and Virtual Environments, 17(1), 57-72. doi:10.1162/pres.17.1.57
    • (2008) Presence: Teleoperators and Virtual Environments , vol.17 , Issue.1 , pp. 57-72
    • Persky, S.1    Blascovich, J.2
  • 54
    • 84859464320 scopus 로고    scopus 로고
    • Perceived reality in media messages: Concept explication and testing
    • (UMI No. AAT 3439477). Retrieved September 16, 2011, from
    • Popova, L. (2010). Perceived reality in media messages: Concept explication and testing. Dissertation Abstract International, 72(3), 853A. (UMI No. AAT 3439477). Retrieved September 16, 2011, from http://proquest.umi.com/pqdweb?did=2265987221&sid=1&Fmt=2&cl ientId=1569&RQT=309&VName=PQD
    • (2010) Dissertation Abstract International , vol.72 , Issue.3
    • Popova, L.1
  • 55
    • 0036952981 scopus 로고    scopus 로고
    • Moral judgment as a predictor of enjoyment of crime drama
    • doi:10.1207/S1532785XMEP0404_01
    • Raney, A. A. (2002). Moral judgment as a predictor of enjoyment of crime drama. Media Psychology, 4, 307-324. doi:10.1207/S1532785XMEP0404_01
    • (2002) Media Psychology , vol.4 , pp. 307-324
    • Raney, A.A.1
  • 56
    • 2342498029 scopus 로고    scopus 로고
    • Disposition-based theories of enjoyment
    • In J. Bryant & D. Roskos-Ewoldsen (Eds.), Mahwah, NJ: Erlbaum
    • Raney, A. A. (2003). Disposition-based theories of enjoyment. In J. Bryant & D. Roskos-Ewoldsen (Eds.), Communication and emotion: Essays in honor of Dolf Zillmann (pp. 61-84). Mahwah, NJ: Erlbaum.
    • (2003) Communication and Emotion: Essays in Honor of Dolf Zillmann , pp. 61-84
    • Raney, A.A.1
  • 57
    • 0036083147 scopus 로고    scopus 로고
    • Moral judgment and crime drama: An integrated theory of enjoyment
    • doi:10.1207/S1532785XMEP0404_01
    • Raney, A. A., & Bryant, J. (2002). Moral judgment and crime drama: An integrated theory of enjoyment. Journal of Communication, 52, 402-415. doi:10.1207/S1532785XMEP0404_01
    • (2002) Journal of Communication , vol.52 , pp. 402-415
    • Raney, A.A.1    Bryant, J.2
  • 58
    • 79951629990 scopus 로고    scopus 로고
    • Perceived realism in digital games: A quantitative exploration of its structure
    • doi:10.1162/pres_a_00024
    • Ribbens, W., & Malliet, S. (2010). Perceived realism in digital games: A quantitative exploration of its structure. Presence: Teleoperators and Virtual Environments, 19(6), 585-600. doi:10.1162/pres_a_00024
    • (2010) Presence: Teleoperators and Virtual Environments , vol.19 , Issue.6 , pp. 585-600
    • Ribbens, W.1    Malliet, S.2
  • 60
    • 0032599410 scopus 로고    scopus 로고
    • What's your perspective?
    • doi:10.1145/330572.330575
    • Rouse, R. III. (1999). What's your perspective? Computer Graphics, 33(3), 9-12. doi:10.1145/330572.330575
    • (1999) Computer Graphics , vol.33 , Issue.3 , pp. 9-12
    • Rouse III, R.1
  • 62
    • 84859447040 scopus 로고    scopus 로고
    • SCEA (Sony Computer Entertainment America), Retrieved 2/19/2011 from
    • SCEA (Sony Computer Entertainment America). (2007). Playstation Eye brings next-generation communication to Playstation3. Retrieved 2/19/2011 from http://us.playstation.com/corporate/about/press-release/396.html.
    • (2007) Playstation Eye Brings Next-generation Communication to Playstation3
  • 63
    • 4043174880 scopus 로고    scopus 로고
    • Death with a story: How story impacts emotional, motivational, and physiological responses to first-person shooter video games
    • doi:10.1093/hcr/30.3.361
    • Schneider, E. F., Lang, A., Shin, M., & Bradley, S. D. (2004). Death with a story: How story impacts emotional, motivational, and physiological responses to first-person shooter video games. Human Communication Research, 30, 361-375. doi:10.1093/hcr/30.3.361
    • (2004) Human Communication Research , vol.30 , pp. 361-375
    • Schneider, E.F.1    Lang, A.2    Shin, M.3    Bradley, S.D.4
  • 65
    • 84859473592 scopus 로고    scopus 로고
    • GameSpot. CBS Interactive. Retrieved 1/21/2011 from
    • Sinclair, B. (2010). Sony reveals what makes PlayStation Move tick. GameSpot. CBS Interactive. Retrieved 1/21/2011 from http://gdc.gamespot.com/story/6253435/sonyreveals-what-makes-playstation -move-tick.
    • (2010) Sony Reveals What Makes PlayStation Move Tick
    • Sinclair, B.1
  • 66
    • 79952918491 scopus 로고    scopus 로고
    • Mapping the road to fun: Natural video game controllers, presence, and game enjoyment
    • doi:10.1177/1461444810370949
    • Skalski, P., Tamborini, R., Shelton, A., Buncher, M., & Lindmark, P. (2011). Mapping the road to fun: Natural video game controllers, presence, and game enjoyment. New Media & Society, 13, 224-242. doi:10.1177/1461444810370949
    • (2011) New Media & Society , vol.13 , pp. 224-242
    • Skalski, P.1    Tamborini, R.2    Shelton, A.3    Buncher, M.4    Lindmark, P.5
  • 67
    • 79958174365 scopus 로고    scopus 로고
    • Image versus sound: A comparison of formal feature effects on presence and video game enjoyment
    • Retrieved September 16, 2011, from
    • Skalski, P., & Whitbred, R. (2010). Image versus sound: A comparison of formal feature effects on presence and video game enjoyment. PsychNology, 8, 67-84. Retrieved September 16, 2011, from www.psychnology.org
    • (2010) PsychNology , vol.8 , pp. 67-84
    • Skalski, P.1    Whitbred, R.2
  • 68
    • 73549114684 scopus 로고    scopus 로고
    • Place illusion and plausibility can lead to realistic behaviour in immersive virtual environments
    • doi:10.1098/rstb.2009.0138
    • Slater, M. (2009). Place illusion and plausibility can lead to realistic behaviour in immersive virtual environments. Philosophical Transactions of the Royal Society B, 364, 3549-3557. doi:10.1098/rstb.2009.0138
    • (2009) Philosophical Transactions of the Royal Society B , vol.364 , pp. 3549-3557
    • Slater, M.1
  • 69
    • 0031501198 scopus 로고    scopus 로고
    • A framework for immersive virtual environments (FIVE): Speculations on the role of presence in virtual environments
    • Slater, M., & Wilbur, S. (1997). A framework for immersive virtual environments (FIVE): Speculations on the role of presence in virtual environments. Presence: Teleoperators and Virtual Environments, 6(6), 603-616.
    • (1997) Presence: Teleoperators and Virtual Environments , vol.6 , Issue.6 , pp. 603-616
    • Slater, M.1    Wilbur, S.2
  • 70
    • 84859452129 scopus 로고    scopus 로고
    • Sony Corporation, Retrieved 1/22/2011 from
    • Sony Corporation. (2007). Press release (4/26/2007). Retrieved 1/22/2011 from http://us.playstation.com/corporate/about/press-release/396.html
    • (2007) Press Release (4/26/2007)
  • 71
    • 33750022947 scopus 로고    scopus 로고
    • What went wrong with The Sims Online: Cultural learning and barriers to identification in a MMOG
    • In P. Vorderer and B. Jennings (Eds.), Mahwah, NJ: Erlbaum
    • Steen, F. F., Greenfield, P. M., Davies, M.-S., & Tynes, B. (2006). What went wrong with The Sims Online: Cultural learning and barriers to identification in a MMOG. In P. Vorderer and B. Jennings (Eds.), Playing video games: Motives, responses, and consequences (pp. 307-323). Mahwah, NJ: Erlbaum.
    • (2006) Playing Video Games: Motives, Responses, and Consequences , pp. 307-323
    • Steen, F.F.1    Greenfield, P.M.2    Davies, M.-S.3    Tynes, B.4
  • 72
    • 84985084394 scopus 로고
    • Defining virtual reality: Dimensions determining telepresence
    • doi:10.1111/j.1460-2466.1992.tb00812.x
    • Steuer, J. (1992). Defining virtual reality: Dimensions determining telepresence. Journal of Communication, 42, 73-93. doi:10.1111/j.1460-2466.1992.tb00812.x
    • (1992) Journal of Communication , vol.42 , pp. 73-93
    • Steuer, J.1
  • 74
    • 84906185835 scopus 로고    scopus 로고
    • The role of presence in the experience of electronic games
    • In P. Vorderer & J. Bryant (Eds.), Mahwah, NJ: Erlbaum
    • Tamborini, R., & Skalski, P. (2006). The role of presence in the experience of electronic games. In P. Vorderer & J. Bryant (Eds.), Playing video games: Motives, responses, and consequences (pp. 225-240). Mahwah, NJ: Erlbaum.
    • (2006) Playing Video Games: Motives, Responses, and Consequences , pp. 225-240
    • Tamborini, R.1    Skalski, P.2
  • 75
    • 84859468233 scopus 로고    scopus 로고
    • Tech-FAQ, Retrieved 9/21/2011 from
    • Tech-FAQ. (2011). Nintendo Wii specifications (9/21/2011) for Kinect. Retrieved 9/21/2011 from http://www.techfaq.com/nintendo-wii-specifications.html
    • (2011) Nintendo Wii Specifications (9/21/2011) for Kinect
  • 77
    • 1242343694 scopus 로고    scopus 로고
    • Exposure to violent video games increases automatic aggressiveness
    • doi:10.1016/j.adolescence.2003.10.004
    • Uhlmann, E., & Swanson, J. (2004). Exposure to violent video games increases automatic aggressiveness. Journal of Adolescence, 27, 41-52. doi:10.1016/j.adolescence.2003.10.004
    • (2004) Journal of Adolescence , vol.27 , pp. 41-52
    • Uhlmann, E.1    Swanson, J.2
  • 78
    • 77954778258 scopus 로고    scopus 로고
    • Game-console makers battle over motion-sensitive controllers
    • August
    • Vaughn-Nichols, S. (2009). Game-console makers battle over motion-sensitive controllers. Computer: Journal of the IEEE Computer Society. 0018-9162/09 (August 2009), 13-14.
    • (2009) Computer: Journal of the IEEE Computer Society , vol.18-9162 , Issue.9 , pp. 13-14
    • Vaughn-Nichols, S.1
  • 79
    • 0009538961 scopus 로고    scopus 로고
    • Interactive entertainment and beyond
    • In D. Zillmann & P. Vorderer (Eds.), Mahwah, NJ: Erlbaum
    • Vorderer, P. (2000). Interactive entertainment and beyond. In D. Zillmann & P. Vorderer (Eds.), Media entertainment: The psychology of its appeal (pp. 21-36). Mahwah, NJ: Erlbaum.
    • (2000) Media Entertainment: The Psychology of Its Appeal , pp. 21-36
    • Vorderer, P.1
  • 82
    • 10244250305 scopus 로고    scopus 로고
    • Enjoyment: At the heart of media entertainment
    • Vorderer, P., Klimmt, C., & Ritterfeld, U. (2004). Enjoyment: At the heart of media entertainment. Communication Theory, 14(4), 388-408.
    • (2004) Communication Theory , vol.14 , Issue.4 , pp. 388-408
    • Vorderer, P.1    Klimmt, C.2    Ritterfeld, U.3
  • 84
    • 0000564575 scopus 로고    scopus 로고
    • Measuring presence in virtual environments: A presence questionnaire
    • Witmer, B. G., & Singer, M. J. (1998). Measuring presence in virtual environments: A presence questionnaire. Presence: Teleoperators and Virtual Environments 7(3), 225-240.
    • (1998) Presence: Teleoperators and Virtual Environments , vol.7 , Issue.3 , pp. 225-240
    • Witmer, B.G.1    Singer, M.J.2
  • 85
    • 84859468235 scopus 로고    scopus 로고
    • Defining the video game
    • In M. Wolf (Ed.), Austin, TX: University of Texas Press
    • Wolf, M. (2001). Defining the video game. In M. Wolf (Ed.), Medium of the video game. Austin, TX: University of Texas Press.
    • (2001) Medium of the Video Game
    • Wolf, M.1
  • 86
    • 4744337429 scopus 로고    scopus 로고
    • An introduction to video game theory
    • In M. Wolf and B. Perron (Eds.), New York: Routledge, Taylor and Francis Group
    • Wolf, M., & Perron T. (2003). An introduction to video game theory. In M. Wolf and B. Perron (Eds.), The video game theory reader (pp. 1-24). New York: Routledge, Taylor and Francis Group.
    • (2003) The Video Game Theory Reader , pp. 1-24
    • Wolf, M.1    Perron, T.2
  • 87
    • 0038334281 scopus 로고    scopus 로고
    • Basal morality in drama appreciation
    • In I. Bondebjerg (Ed.), Luton, UK: Luton University Press
    • Zillmann, D. (2000). Basal morality in drama appreciation. In I. Bondebjerg (Ed.), Moving images, culture and the mind (pp. 53-63). Luton, UK: Luton University Press.
    • (2000) Moving Images, Culture and the Mind , pp. 53-63
    • Zillmann, D.1
  • 88
    • 84965903526 scopus 로고
    • Mood management through communication choices
    • Zillmann, D. (1988). Mood management through communication choices. American Behavioral Scientist, 31, 327-340.
    • (1988) American Behavioral Scientist , vol.31 , pp. 327-340
    • Zillmann, D.1


* 이 정보는 Elsevier사의 SCOPUS DB에서 KISTI가 분석하여 추출한 것입니다.