2008
DOI: 10.1016/j.chb.2007.11.002
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Playing online games against computer- vs. human-controlled opponents: Effects on presence, flow, and enjoyment

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Cited by 357 publications
(226 citation statements)
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References 29 publications
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“…These fi ndings were linked to the experience of social presence, a concept that stems from CMC literature and is defi ned as 'the sense of being with another' (Biocca et al, 2001). Gajadhar et al (2008) illustrated that social presence mediated the effect of social setting on player experience and concluded that the presence of others enriches game experiences rather than being a disturbing factor for the experience of fl ow, a notion that was also supported by the above-mentioned study of Weibel et al (2008).…”
mentioning
confidence: 55%
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“…These fi ndings were linked to the experience of social presence, a concept that stems from CMC literature and is defi ned as 'the sense of being with another' (Biocca et al, 2001). Gajadhar et al (2008) illustrated that social presence mediated the effect of social setting on player experience and concluded that the presence of others enriches game experiences rather than being a disturbing factor for the experience of fl ow, a notion that was also supported by the above-mentioned study of Weibel et al (2008).…”
mentioning
confidence: 55%
“…As recently outlined in social gaming literature Weibel et al, 2008), the specifi c nature of playing with or against others, and the accompanying experiences, both positive (connectedness, friendly banter) and negative (disappointment, pressure), were also mentioned in our focus groups. Building on and contributing to current gaming literature, this study aimed to present a comprehensive overview of how it feels to play digital games.…”
Section: Discussionmentioning
confidence: 97%
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“…Participation in an online promotional game can also be viewed as form of consumption, combining active or passive participation by the individual with a connection to the environment characterized by a state of absorption. Research suggests that the psychological experience of gaming is the same than the flow experience as outlined by Csikszentmihalyi (Weibel et al, 2008).…”
Section: Online Promotional Games and The Flow Experiencementioning
confidence: 99%
“…Arousal: Mandryk, Inkpen, and Calvert (2006) and Weibel et al (2008) study computer games and find that gamers are more aroused when they know that they are playing with or against humans than when they know their counterpart is a computer program. Andrade, Odean, and Lin (2012) and Breaban and Noussair (2013) find that market bubbles increase in magnitude and amplitude when subjects are aroused or excited (induced by short videos before the SSW market).…”
Section: Human Computer Interactionmentioning
confidence: 99%