1994
DOI: 10.1016/0193-3973(94)90009-4
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Impact of virtual reality on young adults' physiological arousal and aggressive thoughts: Interaction versus observation

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Cited by 193 publications
(120 citation statements)
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“…7 Austin 1987, in Bensley & Van Eenwyk, 2001Calvert & Tan, 1994;Nelson & Carlson, 2001, in Bensley & Van Eenwyk, 2001. Also contradicting the finding of an increase in state hostility, Yu (2002) reported opposite results, showing that players displayed a more positive affective state in the VG than in the NVG condition.…”
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confidence: 97%
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“…7 Austin 1987, in Bensley & Van Eenwyk, 2001Calvert & Tan, 1994;Nelson & Carlson, 2001, in Bensley & Van Eenwyk, 2001. Also contradicting the finding of an increase in state hostility, Yu (2002) reported opposite results, showing that players displayed a more positive affective state in the VG than in the NVG condition.…”
mentioning
confidence: 97%
“…The results of the research are mixed as to whether or not the use of virtual reality technologies during the playing activity enhances its impact. The studies conducted by Calvert and Tan (1994), Tamborini et al (2000Tamborini et al ( , 2001 and Arriaga et al (2006) emphasized that current technologies still fall short of providing the desired amount of immersion. In contrast, the studies conducted by Blascovich (2006, 2007) showed different results.…”
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confidence: 99%
“…As regards to the effects of playing violent computer games on state hostility, besides the above mentioned studies [Ballard and Wiest 1996;Calvert and Tan 1994], the experimental research conducted by Anderson and colleagues has yielded mixed results. In the study carried out in 1986, Anderson and Ford found that playing a violent electronic game had negative short-term effects on affective states and that the participants' emotional state was dependent on the level of the game violence they were subject to.…”
Section: Introductionmentioning
confidence: 99%
“…In any case, given that an active participation is required from players, some authors still claim that playing violent electronic games may have worse consequences than exposure to violent images in other media [Calvert and Tan 1994;Irwin and Gross 1995;Schie and Wiegman 1997].…”
Section: Introductionmentioning
confidence: 99%
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