Advanced media technologies, such as video games, provide people with brand new media experiences including a sense of spatial presence - a sense of immersing in mediated environments. Many media and user factors that may induce spatial presence have been examined in previous studies. However, personal experience as one possible factor is still under examined. Based on the Two Level Process Model of Spatial Presence proposed by Wirth et al. (2007), the current study examined personal experience by connecting it with spatial situation models (SSMs), and comparing the effects of different types of personal experience on the process of constructing SSMs. The study proposed that people with more related prior experience are more likely to get s...
The study here described had the aim of studying the effects of the interaction with videogames char...
In order to bridge interdisciplinary differences in Presence research and to establish connections b...
Nowadays, virtual worlds have been utilized in the field of education as one of the virtual learning...
The study of spatial presence is currently receiving increased attention in both media psychology an...
The study of spatial presence is currently receiving increased attention in both media psychology an...
Research suggests that high-resolution, stereoscopic 3D graphics lead to the experiencing of spatial...
The study of spatial presence is currently receiving increased attention in both media psychology an...
International audienceThe use of virtual reality in spatial cognition evaluation has been growing ra...
This paper presents a large scale (N=101) exploratory relational study of computer gamers ’ experien...
One aim of virtual reality technology is to immerse the user in a digital environment that is distin...
BACKGROUND: The experience of spatial presence (SP), i.e., the sense of being present in a virtual e...
The aim of this paper is to present an experimental investigation conducted to assess the impact of ...
There is an increasing number of video gamers who are playing games online. Previous research has de...
It is unclear what impact presence has on a virtual environment's (VE) ability to enhance learning a...
This study examines the potential for natural mapping to affect presence-related outcomes of video g...
The study here described had the aim of studying the effects of the interaction with videogames char...
In order to bridge interdisciplinary differences in Presence research and to establish connections b...
Nowadays, virtual worlds have been utilized in the field of education as one of the virtual learning...
The study of spatial presence is currently receiving increased attention in both media psychology an...
The study of spatial presence is currently receiving increased attention in both media psychology an...
Research suggests that high-resolution, stereoscopic 3D graphics lead to the experiencing of spatial...
The study of spatial presence is currently receiving increased attention in both media psychology an...
International audienceThe use of virtual reality in spatial cognition evaluation has been growing ra...
This paper presents a large scale (N=101) exploratory relational study of computer gamers ’ experien...
One aim of virtual reality technology is to immerse the user in a digital environment that is distin...
BACKGROUND: The experience of spatial presence (SP), i.e., the sense of being present in a virtual e...
The aim of this paper is to present an experimental investigation conducted to assess the impact of ...
There is an increasing number of video gamers who are playing games online. Previous research has de...
It is unclear what impact presence has on a virtual environment's (VE) ability to enhance learning a...
This study examines the potential for natural mapping to affect presence-related outcomes of video g...
The study here described had the aim of studying the effects of the interaction with videogames char...
In order to bridge interdisciplinary differences in Presence research and to establish connections b...
Nowadays, virtual worlds have been utilized in the field of education as one of the virtual learning...