Proceedings of the 2016 Annual Symposium on Computer-Human Interaction in Play 2016
DOI: 10.1145/2967934.2968092
|View full text |Cite
|
Sign up to set email alerts
|

The Influence of Virtual Agents on Player Experience and Performance

Help me understand this report

Search citation statements

Order By: Relevance

Paper Sections

Select...
1
1
1
1

Citation Types

0
14
0

Year Published

2017
2017
2024
2024

Publication Types

Select...
4
4

Relationship

0
8

Authors

Journals

citations
Cited by 21 publications
(14 citation statements)
references
References 23 publications
0
14
0
Order By: Relevance
“…The questionnaire spans over 14 questions on four domains: general presence, spatial presence, involvement and experienced realism. Its broad application scope makes it a widely adopted metric used by [10,12], just to cite a few. The authors of the IPQ state that they interpret sense of presence as an individual experience and therefore a matter of subjective rating scales.…”
Section: Assessing Immersion/presence In Vrmentioning
confidence: 99%
“…The questionnaire spans over 14 questions on four domains: general presence, spatial presence, involvement and experienced realism. Its broad application scope makes it a widely adopted metric used by [10,12], just to cite a few. The authors of the IPQ state that they interpret sense of presence as an individual experience and therefore a matter of subjective rating scales.…”
Section: Assessing Immersion/presence In Vrmentioning
confidence: 99%
“…The possibility of its occurrence is supported by the results of other studies in which only social facilitation took place (Pan and Hamilton, 2015;Murray et al, 2016). In several other studies social inhibition was observed (Hoyt et al, 2003;Zanbaka et al, 2007;Emmerich and Masuch, 2016). However, other studies report a null effect (Hayes et al, 2010;Baldwin et al, 2015;Pan and Hamilton, 2015).…”
Section: Introductionmentioning
confidence: 78%
“…The analysis of the data showed that the type of audience had no impact and all of the conditions where the observers were in some way present were able to produce a social inhibition effect in complex tasks when compared to the alone condition. Another attempt worth describing was the experiment conducted by Emmerich and Masuch (2016) in which the subjects were to play a spaceshooter game in the presence of a virtual observer (a robot displayed in the cockpit of a spaceship) or alone. Additionally, the display device varied between the conditions so the task could be completed on the ordinary monitor or HMD.…”
Section: Social Facilitation Effectmentioning
confidence: 99%
“…As noted by the researchers (Emmerich & Masuch, 2016), one of the problems associated with virtual observers is that their characteristics are not tested in pilot studies, and instead they are directly implemented for research. Often there is also no information about how the character was constructed, as well as how its realism was operationalized.…”
Section: No Pilot Tests Of Observers and No Description Of How Their mentioning
confidence: 99%
See 1 more Smart Citation