TY - JOUR
T1 - Presence and emotions in playing a group game in a virtual environment: The influence of body participation
AU - Aymerich-Franch, Laura
PY - 2010/12/1
Y1 - 2010/12/1
N2 - This study assesses the influence of body participation on the sense of presence and emotions, and the relationship between the two dependent variables in playing a group game in a virtual environment. A total of 56 volunteers were asked to play a virtual game in a 360-degree stereoscopic immersive interactive visualization environment using either body movement or a joystick. Presence was measured with the post hoc SUS Presence Questionnaire. The pictorial tool of Self-Assessment Manikin was employed for measuring emotions of arousal and valence. Both arousal and valence positively correlated with presence. However, body participation did not significantly affect reported presence or the above-mentioned emotions. Copyright 2010, Mary Ann Liebert, Inc.
AB - This study assesses the influence of body participation on the sense of presence and emotions, and the relationship between the two dependent variables in playing a group game in a virtual environment. A total of 56 volunteers were asked to play a virtual game in a 360-degree stereoscopic immersive interactive visualization environment using either body movement or a joystick. Presence was measured with the post hoc SUS Presence Questionnaire. The pictorial tool of Self-Assessment Manikin was employed for measuring emotions of arousal and valence. Both arousal and valence positively correlated with presence. However, body participation did not significantly affect reported presence or the above-mentioned emotions. Copyright 2010, Mary Ann Liebert, Inc.
U2 - https://doi.org/10.1089/cyber.2009.0412
DO - https://doi.org/10.1089/cyber.2009.0412
M3 - Article
VL - 13
SP - 649
EP - 654
JO - Cyberpsychology, Behavior, and Social Networking
JF - Cyberpsychology, Behavior, and Social Networking
SN - 2152-2715
ER -