Abstract This study looks to explore the role presence plays in the link between narrative comprehension and engagement. To explore these relationships we will first present an overview of presence research to date, followed by an exploration of narrative engagement with an emphasis on narrative comprehension. We then test these relationships within the context of a video game experience and present results and implications for researchers. In order to test these relationships we devised an experiment using a popular computer game. The above research questions were tested by running a moderated regression where the degree of narrative comprehension was regressed onto experienced affective appeal and moderated by the level of experienced pr...
The "mediated sense of presence'' is a technology-induced illusion of being present in one (simulate...
The "mediated sense of presence'' is a technology-induced illusion of being present in one (simulate...
The article aims to deal with flow, immersion, and presence and their relation with storytelling and...
Presence as a phenomenon has been studied for over 20 years with an identifiable progression as to h...
This presentation will discuss how the narratives within video games create a better gaming experien...
This paper presents a large scale (N 101) exploratory relational study of computer gamers’ gaming h...
This paper presents a large scale (N 101) exploratory relational study of computer gamers’ gaming h...
The thesis aimed to research the connection between narrative immersion and the willingness of video...
Past research on video game effects was often limited to explaining effects of game content and mode...
This article reports results from a series of empirical studies exploring narrative dimensions of ad...
This paper presents a large scale (N=101) exploratory relational study of computer gamers ’ experien...
© 2014 Dr. John Patrick DownsVideogames are frequently played socially, but not all participants act...
Virtual reality (VR) has widely been implemented in a variety of industries, with immersive storytel...
This paper presents a large scale (N=101) exploratory relational study of computer gamers ’ experien...
About 60 percent of Americans (145 million people) play video games, and the age of 61 percent of al...
The "mediated sense of presence'' is a technology-induced illusion of being present in one (simulate...
The "mediated sense of presence'' is a technology-induced illusion of being present in one (simulate...
The article aims to deal with flow, immersion, and presence and their relation with storytelling and...
Presence as a phenomenon has been studied for over 20 years with an identifiable progression as to h...
This presentation will discuss how the narratives within video games create a better gaming experien...
This paper presents a large scale (N 101) exploratory relational study of computer gamers’ gaming h...
This paper presents a large scale (N 101) exploratory relational study of computer gamers’ gaming h...
The thesis aimed to research the connection between narrative immersion and the willingness of video...
Past research on video game effects was often limited to explaining effects of game content and mode...
This article reports results from a series of empirical studies exploring narrative dimensions of ad...
This paper presents a large scale (N=101) exploratory relational study of computer gamers ’ experien...
© 2014 Dr. John Patrick DownsVideogames are frequently played socially, but not all participants act...
Virtual reality (VR) has widely been implemented in a variety of industries, with immersive storytel...
This paper presents a large scale (N=101) exploratory relational study of computer gamers ’ experien...
About 60 percent of Americans (145 million people) play video games, and the age of 61 percent of al...
The "mediated sense of presence'' is a technology-induced illusion of being present in one (simulate...
The "mediated sense of presence'' is a technology-induced illusion of being present in one (simulate...
The article aims to deal with flow, immersion, and presence and their relation with storytelling and...