2023
DOI: 10.1016/j.apergo.2022.103936
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Presence in video games: A systematic review and meta-analysis of the effects of game design choices

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Cited by 17 publications
(14 citation statements)
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“…Achieving high levels of presence in VEs is important because it is believed to lead individuals behaving in a manner more consistent with their real-life behavior, thereby increasing the utility of applications utilizing VEs (Slater et al, 1996). While the use of VR headsets has been shown to have a significant impact on immersion and sense of presence (Caroux, 2023), we made a deliberate choice not to utilize these devices in vBATon to prioritize ease of use and accessibility. Nevertheless, we believe that vBATon still manages to be immersive and instill a sense of presence due to other design factors like first-person perspective and familiar control schemes resembling popular video games.…”
Section: Discussionmentioning
confidence: 99%
“…Achieving high levels of presence in VEs is important because it is believed to lead individuals behaving in a manner more consistent with their real-life behavior, thereby increasing the utility of applications utilizing VEs (Slater et al, 1996). While the use of VR headsets has been shown to have a significant impact on immersion and sense of presence (Caroux, 2023), we made a deliberate choice not to utilize these devices in vBATon to prioritize ease of use and accessibility. Nevertheless, we believe that vBATon still manages to be immersive and instill a sense of presence due to other design factors like first-person perspective and familiar control schemes resembling popular video games.…”
Section: Discussionmentioning
confidence: 99%
“…Finally, presence can be understood as a sense of presence or participation (Caroux, 2022;Marto & Gonc xalves, 2022;Ryan et al, 2006), which makes people willing to put themselves into the designed rules of the game to complete their corresponding tasks. Joo et al's (2013) research on e-learning also confirms that flow has a significant effect as an intermediate measure between instructional presence, cognitive presence, and satisfaction.…”
Section: Discussionmentioning
confidence: 99%
“…In the era of experience economy (Pine & Gilmore, 2013), brilliant game experience has become an important symbol of comparative advantage and one of the core factors to measure the success of a game (Budi et al, 2021; Molinillo et al, 2020). Gamer experience includes enjoyment-related dimensions, such as enjoyment, flow, emotion, participation, immersion, and presence (Boyle et al, 2012; Caroux, 2023; De Byl, 2015; Díaz et al, 2022; Khoshnoud et al, 2020). Compared with other forms of games, the advantages of in-vehicle games are mainly reflected in the unique experience brought by the sense of presence and immersion created by the digital cabin, and the play valuing that other traditional game methods cannot achieve.…”
Section: Theoretical Framework Research Hypotheses and Model Establis...mentioning
confidence: 99%