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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,(More)
Traditionally, mobile media sharing and messaging has been studied from the perspective of an individual author making media available to other users. With the aim of supporting spectator groups at large-scale events, we developed a messaging application for camera phones with the idea of collectively created albums called Media Stories. The field trial at(More)
Even though user-related variables are important determinants of presence, quite little is known about their role. The main aim of the present study was to examine differences in presence experience as a function of personality. Participants navigated through a multimedia presentation on a desktop computer. Half of them had the opportunity to navigate(More)
The authors examined emotional valence- and arousal-related phasic psychophysiological responses to different violent events in the first-person shooter video game "James Bond 007: NightFire" among 36 young adults. Event-related changes in zygomaticus major, corrugator supercilii, and orbicularis oculi electromyographic (EMG) activity and skin conductance(More)
To understand how implicit and explicit biofeedback work in games, we developed a first-person shooter (FPS) game to experiment with different biofeedback techniques. While this area has seen plenty of discussion, there is little rigorous experimentation addressing how biofeedback can enhance human-computer interaction. In our two-part study, (N=36)(More)
We examined emotional valenceand arousal-related phasic psychophysiological responses to different video game events among 36 young adults who played Super Monkey Ball 2 (Sega Corporation, Tokyo, Japan). Event-related changes in zygomaticus major, corrugator supercilii, and orbicularis oculi electromyographic activity, skin conductance level, and cardiac(More)
FragMatch is a user-friendly Java-supported program that automates the identification of taxa present in mixed samples by comparing community DNA fragment data against a database of reference patterns for known species. The program has a user-friendly Windows interface and was primarily designed for the analysis of fragment data derived from terminal(More)
We investigated the emotional response patterns and sense of presence elicited by video games with different characteristics (i.e., Tetris, Super Monkey Ball 2, Monkey Bowling 2, and James Bond 007: NightFire) among 37 undergraduates. We also examined the moderating influence of the sensation seeking and self-forgetfulness traits on the responses.(More)
We examined the relationship of self-reported Spatial Presence with emotion-related psychophysiological responses to success (reaching the goal) in a video game among 36 young adults. Event-related changes in facial electromyographic (EMG) activity (an index of emotional valence), electrodermal activity (EDA; an index of arousal), and cardiac interbeat(More)