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Bimonthly (February, April, June, August, October, December)
128 pp. per issue
8 1/2 x 11, illustrated
Founded: 1992
ISSN 1054-7460
E-ISSN 1531-3263
2008 ISI Impact Factor: 0.750

Presence: Teleoperators & Virtual Environments

August 2006, Vol. 15, No. 4, Pages 381-392
Posted Online September 8, 2006.
(doi:10.1162/pres.15.4.381)
Copyright by the Massachusetts Institute of Technology
Spatial Presence and Emotions during Video Game Playing: Does It Matter with Whom You Play?

Niklas Ravaja, *Timo Saari

M.I.N.D. Lab, Center for Knowledge and Innovation Research, Helsinki School of Economics, Helsinki Finland FIN-00101.

Marko Turpeinen

Helsinki Institute for Information Technology, Helsinki Finland.

Jari Laarni, Mikko Salminen, Matias Kivikangas

M.I.N.D. Lab, Center for Knowledge and Innovation Research, Helsinki School of Economics, Helsinki Finland FIN-00101.

*Correspondence to
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Abstract

The authors examined whether the nature of the opponent (computer, friend, or stranger) influences spatial presence, emotional responses, and threat and challenge appraisals when playing video games. In a within-subjects design, participants played two different video games against a computer, a friend, and a stranger. In addition to self-report ratings, cardiac interbeat intervals (IBIs) and facial electromyography (EMG) were measured to index physiological arousal and emotional valence. When compared to playing against a computer, playing against another human elicited higher spatial presence, engagement, anticipated threat, post-game challenge appraisals, and physiological arousal, as well as more positively valenced emotional responses. In addition, playing against a friend elicited greater spatial presence, engagement, and self-reported and physiological arousal, as well as more positively valenced facial EMG responses, compared to playing against a stranger. The nature of the opponent influences spatial presence when playing video games, possibly through the mediating influence on arousal and attentional processes.

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