2022
DOI: 10.1109/tg.2021.3073084
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Game or Watch: The Effect of Interactivity on Arousal and Engagement in Video Game Media

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Cited by 6 publications
(6 citation statements)
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References 48 publications
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“…So, although interactivity has a demonstrable link to presence within virtual environments (Cummings & Bailenson, 2016;Welch et al, 1996), these data suggest that a virtual world can nevertheless be emotionally evocative in its absence. Indeed, these data are in line with games research comparing players and spectators (Juvrud et al, 2021).…”
Section: Discussionsupporting
confidence: 85%
“…So, although interactivity has a demonstrable link to presence within virtual environments (Cummings & Bailenson, 2016;Welch et al, 1996), these data suggest that a virtual world can nevertheless be emotionally evocative in its absence. Indeed, these data are in line with games research comparing players and spectators (Juvrud et al, 2021).…”
Section: Discussionsupporting
confidence: 85%
“…Additionally, this requirement of gaze behaviour and the interactivity that comes with video games, compared to the passive consumption of a film, could have distracted the participants, distancing them from immersion. Past research suggests a positive correlation between interactivity and arousal, but not between interactivity and immersion (Juvrud et al, 2022), suggesting that if participants in the present study felt pressured to skilfully complete the demo, then they could have experienced weakened immersion, possibly leading to a more impactful predictor than history with gaming and horror.…”
Section: Fear Questionnaire Scoresmentioning
confidence: 54%
“…Most studies regarding psychosensory pupil responses are carefully designed to control the luminance of the stimuli in order to isolate the psychological effects of stimuli. It is common for studies to focus on the mean difference of the pupil size between a stimulus and a baseline with identical or similar luminance (Juvrud et al, 2021;Mitre-Hernandez et al, 2021). To achieve this, the pupil size during a time window containing the stimulus is averaged and compared to a similarly averaged pupil size during a baseline.…”
Section: Plr Mitigationmentioning
confidence: 99%
“…Eye-tracking has been used in games as an input method (ex. to navigate menus) (Smith and Graham, 2006), to optimize the game rendering by prioritizing the regions where the player is looking at (Matthews et al, 2020), as well as to study emotional responses (Juvrud et al, 2021;Mitre-Hernandez et al, 2021).…”
Section: Introductionmentioning
confidence: 99%