Computer Supported Cooperative Work
DOI: 10.1007/1-4020-3898-4_8
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Consequences of Playing Violent Video Games in Immersive Virtual Environments

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Cited by 7 publications
(10 citation statements)
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“…Thus, some levels of immersiveness were felt by participants playing either the VG or the NVG, with or without the VR device. Secondly, we only measured the degree of immersion felt by participants during the game activity, but not the 'sense of presence', which also includes the degree of involvement in the environment (e.g., Persky & Blascovich, 2006;Tamborini et al, 2001). Also, immersion was assessed with a single item, and therefore, is it much more vulnerable to measurement error relative to multiple-item measures.…”
Section: Discussionmentioning
confidence: 99%
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“…Thus, some levels of immersiveness were felt by participants playing either the VG or the NVG, with or without the VR device. Secondly, we only measured the degree of immersion felt by participants during the game activity, but not the 'sense of presence', which also includes the degree of involvement in the environment (e.g., Persky & Blascovich, 2006;Tamborini et al, 2001). Also, immersion was assessed with a single item, and therefore, is it much more vulnerable to measurement error relative to multiple-item measures.…”
Section: Discussionmentioning
confidence: 99%
“…In addition to these improvements, playing with a virtual reality interface may enhance its realism and grant players a finer sense of presence, providing higher involvement and immersion (Persky & Blascovich, 2006;Stanney, Mourant & Kennedy, 1998;Tamborini et al, 2001). These features may also favor participants' identification with the game character (Persky & Blascovich, 2006), which in turn has also been associated with increases on aggression (e.g., Huesmann, Moise, Podolski, & Eron, 2003).…”
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confidence: 99%
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