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Journal Article

Citation

Ravaja N. Media Psychol. 2009; 12(3): 268-294.

Copyright

(Copyright © 2009, Informa - Taylor and Francis Group)

DOI

10.1080/15213260903052240

PMID

unavailable

Abstract

This article examines the effects of a non co-located opponent on self-reported emotions, psychophysiological responses, and presence experiences during digital game playing. In a within-subjects design, participants played Super Monkey Ball Jr. and Duke Nukem Advance against a computer, a non co-located friend, and a non co-located stranger. In addition to self-report ratings, electromyographic (EMG) activity over zygomaticus major, corrugator supercilii, and orbicularis oculi; cardiac interbeat intervals; and skin conductance level were measured to index positive activation, negative activation, and physiological arousal. When compared to playing against a computer, playing against a human elicited more positive emotional responses and higher arousal, spatial presence, and engagement. In addition, playing against a friend elicited more positive emotional responses (as indexed by facial EMG) and higher self-reported arousal and engagement compared to playing against a stranger. The influence of opponent type on facial EMG responses was dependent on dispositional behavioral activation system (BAS) and behavioral inhibition system (BIS) sensitivities of the player. Orbicularis oculi EMG responses to game violence varied also as a function of the player's impulsivity. These data show that the mere knowledge of who is controlling the opponent character strongly influences emotional and other responses to digital games.
This article examines the effects of a non co-located opponent on self-reported emotions, psychophysiological responses, and presence experiences during digital game playing. In a within-subjects design, participants played Super Monkey Ball Jr. and Duke Nukem Advance against a computer, a non co-located friend, and a non co-located stranger. In addition to self-report ratings, electromyographic (EMG) activity over zygomaticus major, corrugator supercilii, and orbicularis oculi; cardiac interbeat intervals; and skin conductance level were measured to index positive activation, negative activation, and physiological arousal. When compared to playing against a computer, playing against a human elicited more positive emotional responses and higher arousal, spatial presence, and engagement. In addition, playing against a friend elicited more positive emotional responses (as indexed by facial EMG) and higher self-reported arousal and engagement compared to playing against a stranger. The influence of opponent type on facial EMG responses was dependent on dispositional behavioral activation system (BAS) and behavioral inhibition system (BIS) sensitivities of the player. Orbicularis oculi EMG responses to game violence varied also as a function of the player's impulsivity. These data show that the mere knowledge of who is controlling the opponent character strongly influences emotional and other responses to digital games.

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