Abstract
Recent advances in commercial gaming technology include stereoscopic 3D presentation. This experiment employed a mixed factorial design to explore the effects of game display format (2D; 3D), frequency of game play (weekly; non-weekly), and participant gender (male; female) on feelings of presence and arousal among participants playing a handheld racing video game. Responses to display format were moderated by frequency of game play, with stereoscopic 3D presentation eliciting reduced presence and increased arousal among weekly game players, but the reverse pattern among non-weekly game players. Theoretical and practical implications of the moderating role of game play frequency in effects of 3D presentation are discussed.
| Original language | English |
|---|---|
| Pages (from-to) | 341-353 |
| Number of pages | 13 |
| Journal | Presence: Teleoperators and Virtual Environments |
| Volume | 23 |
| Issue number | 4 |
| DOIs | |
| State | Published - Nov 1 2014 |
Bibliographical note
Publisher Copyright:© 2015 by the Massachusetts Institute of Technology.
ASJC Scopus subject areas
- Software
- Control and Systems Engineering
- Human-Computer Interaction
- Computer Vision and Pattern Recognition
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