2009
DOI: 10.1089/cpb.2008.0054
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When Playing Together Feels Different: Effects of Task Types and Social Contexts on Physiological Arousal in Multiplayer Online Gaming Contexts

Abstract: This study examines how task types (violent vs. nonviolent) and social contexts (solo vs. collaborative) affect physiological arousal in multiplayer online gaming. Our results show that social contexts modify the effects of violent game tasks on arousal. When compared with solo play, collaborative play led to a significant decrease in arousal in response to violent tasks, while leading to a slight increase for nonviolent tasks. The findings point to the importance of understanding how social contexts of game p… Show more

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Cited by 51 publications
(17 citation statements)
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“…For example, previous research has typically identified differences in psychological and physiological effects between conditions of participants undertaking gaming tasks with other humans versus computer-controlled opponents (Eastin, 2006(Eastin, , 2007Lim & Lee, 2009;Lim & Reeves, 2010). These findings suggest that social contexts of gameplay are an important determinant of the experiences and outcomes of the activity, highlighting the need for further research to address specific questions which may be raised from such research.…”
Section: Introductionmentioning
confidence: 99%
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“…For example, previous research has typically identified differences in psychological and physiological effects between conditions of participants undertaking gaming tasks with other humans versus computer-controlled opponents (Eastin, 2006(Eastin, , 2007Lim & Lee, 2009;Lim & Reeves, 2010). These findings suggest that social contexts of gameplay are an important determinant of the experiences and outcomes of the activity, highlighting the need for further research to address specific questions which may be raised from such research.…”
Section: Introductionmentioning
confidence: 99%
“…It is widely accepted that playing digital games with others can enhance the experiences of the activity, particularly for positive mood, arousal and engagement (Gajadhar, Kort, & Ijsselsteij, 2008, 2009Kaye & Bryce, 2014;Mandryk, Inkpen, & Calvert, 2006;Ravaja, Saari, Turpeinen, Laarni, Salminen, & Kivikangas, 2006). For example, previous research has typically identified differences in psychological and physiological effects between conditions of participants undertaking gaming tasks with other humans versus computer-controlled opponents (Eastin, 2006(Eastin, , 2007Lim & Lee, 2009;Lim & Reeves, 2010).…”
Section: Introductionmentioning
confidence: 99%
“…Although most researchers acknowledge that games are played socially, few studies examine the potential impact of the presence of others on the video game experience-and of these (cf. Ewoldsen et al, 2012;Ferguson & Garza, 2011;Lim & Lee, 2009) the focus is on the mediating effects of audience presence on the link between game play and aggressive outcomes. While interesting, these studies do not examine another theoretically and practically relevant aspect of audience presence: Its influence on performance.…”
mentioning
confidence: 99%
“…De argue that social, physical and media settings have an important impact on the particular experience of playing with others. Some studies have already shown that the specifi c nature of a social context may signifi cantly infl uence players' game experience (Bracken et al, 2005;de Kort et al, 2007;Gajadhar et al, 2008;Lim and Lee, 2009;Ravaja et al, 2006). These fi ndings were linked to the experience of social presence, a concept that stems from CMC literature and is defi ned as 'the sense of being with another' (Biocca et al, 2001).…”
mentioning
confidence: 99%