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Original Articles

Experiencing Presence in Video Games: The Role of Presence Tendencies, Game Experience, Gender, and Time Spent in Play

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Pages 27-31 | Published online: 02 Feb 2011

Keep up to date with the latest research on this topic with citation updates for this article.

Read on this site (3)

A. Nikolaou, A. Schwabe & H. Boomgaarden. (2022) Changing social attitudes with virtual reality: a systematic review and meta-analysis. Annals of the International Communication Association 46:1, pages 30-61.
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William M. Felton & Russell E. Jackson. (2022) Presence: A Review. International Journal of Human–Computer Interaction 38:1, pages 1-18.
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Vincent Cicchirillo. (2015) Priming Stereotypical Associations: Violent Video Games and African American Depictions. Communication Research Reports 32:2, pages 122-131.
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Articles from other publishers (24)

Arthur Maneuvrier, Ngoc-Doan-Trang Nguyen & Patrice Renaud. (2023) Predicting VR cybersickness and its impact on visuomotor performance using head rotations and field (in)dependence. Frontiers in Virtual Reality 4.
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A. Maneuvrier, H. Ceyte, P. Renaud, R. Morello, P. Fleury & L. M. Decker. (2022) Virtual reality and neuropsychological assessment: an analysis of human factors influencing performance and perceived mental effort. Virtual Reality 27:2, pages 849-861.
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Alison Jane Martingano, Ja-Nae Duane, Ellenor Brown & Susan Persky. (2023) Demographic differences in presence across seven studies. Virtual Reality.
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Cristina Gil-López, Jaime Guixeres, Masoud Moghaddasi, Jaikishan Khatri, Javier Marín-Morales & Mariano Alcañiz. (2023) Recognizing shopper demographics from behavioral responses in a virtual reality store. Virtual Reality.
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Allison Bayro, Ting Dai & Heejin Jeong. (2022) Does Gender Influence Presence in Virtual Environments? An Analysis of Open-Source Igroup Presence Questionnaire Data. Does Gender Influence Presence in Virtual Environments? An Analysis of Open-Source Igroup Presence Questionnaire Data.
Ran Liu, Xuedong Yan, Siwei Ma & Qingwan Xue. (2022) Eye movement as a function to explore the effects of improved signs design and audio warning on drivers’ behavior at STOP-sign-controlled grade crossings. Accident Analysis & Prevention 172, pages 106693.
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Cigdem Uz-Bilgin & Meredith Thompson. (2021) Processing presence: how users develop spatial presence through an immersive virtual reality game. Virtual Reality 26:2, pages 649-658.
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Miguel Melo, Guilherme Goncalves, David Narciso & Maximino Bessa. (2021) Impact of Different Role Types and Gender on Presence and Cybersickness in Immersive Virtual Reality Setups. Impact of Different Role Types and Gender on Presence and Cybersickness in Immersive Virtual Reality Setups.
Bo Zhang & Nigel Robb. (2021) Immersion Experiences in a Tablet-Based Markerless Augmented Reality Working Memory Game: Randomized Controlled Trial and User Experience Study. JMIR Serious Games 9:4, pages e27036.
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Sarah Morélot, Alain Garrigou, Julie Dedieu & Bernard N'Kaoua. (2021) Virtual reality for fire safety training: Influence of immersion and sense of presence on conceptual and procedural acquisition. Computers & Education 166, pages 104145.
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Hsuan Lin, Ming-Yu Hsiao, Yu-Chen Hsieh, Kuo-Liang Huang, Chia-Wen Tsai & Wei Lin. 2021. Cross-Cultural Design. Experience and Product Design Across Cultures. Cross-Cultural Design. Experience and Product Design Across Cultures 127 140 .
Arthur Maneuvrier, Leslie Marion Decker, Hadrien Ceyte, Philippe Fleury & Patrice Renaud. (2020) Presence Promotes Performance on a Virtual Spatial Cognition Task: Impact of Human Factors on Virtual Reality Assessment. Frontiers in Virtual Reality 1.
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Jeremy Clifton & Stephen Palmisano. (2019) Effects of steering locomotion and teleporting on cybersickness and presence in HMD-based virtual reality. Virtual Reality 24:3, pages 453-468.
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Séamas Weech, Sophie Kenny, Markus Lenizky & Michael Barnett-Cowan. (2020) Narrative and gaming experience interact to affect presence and cybersickness in virtual reality. International Journal of Human-Computer Studies 138, pages 102398.
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Camille Sagnier, Emilie Loup-Escande & Gérard Valléry. 2020. Advances in Usability and User Experience. Advances in Usability and User Experience 305 314 .
Federica Pallavicini, Alessandro Pepe & Maria Eleonora Minissi. (2019) Gaming in Virtual Reality: What Changes in Terms of Usability, Emotional Response and Sense of Presence Compared to Non-Immersive Video Games?. Simulation & Gaming 50:2, pages 136-159.
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Séamas Weech, Sophie Kenny & Michael Barnett-Cowan. (2019) Presence and Cybersickness in Virtual Reality Are Negatively Related: A Review. Frontiers in Psychology 10.
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Oswald D. KothgassnerAndreas GoreisJohanna X. KafkaHelmut HlavacsLeon BeutlIlse Kryspin-ExnerAnna Felnhofer. (2018) Agency and Gender Influence Older Adults' Presence-Related Experiences in an Interactive Virtual Environment. Cyberpsychology, Behavior, and Social Networking 21:5, pages 318-324.
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Pekka Kallioniemi, Tuuli Keskinen, Jaakko Hakulinen, Markku Turunen, Jussi Karhu & Kimmo Ronkainen. (2017) Effect of gender on immersion in collaborative iODV applications. Effect of gender on immersion in collaborative iODV applications.
Yuting Zhang, Xuedong Yan, Xiaomeng Li & Qingwan Xue. (2016) Drivers’ eye movements as a function of collision avoidance warning conditions in red light running scenarios. Accident Analysis & Prevention 96, pages 185-197.
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Pedro J. RosaDiogo MoraisPedro GamitoJorge OliveiraTomaz Saraiva. (2016) The Immersive Virtual Reality Experience: A Typology of Users Revealed Through Multiple Correspondence Analysis Combined with Cluster Analysis Technique. Cyberpsychology, Behavior, and Social Networking 19:3, pages 209-216.
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Philipp A. SchroederJohannes LohmannMartin V. ButzChristian Plewnia. (2016) Behavioral Bias for Food Reflected in Hand Movements: A Preliminary Study with Healthy Subjects. Cyberpsychology, Behavior, and Social Networking 19:2, pages 120-126.
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Malte Klüver, Carolin Herrigel, Christian Heinrich, Hans-Peter Schöner & Heiko Hecht. (2016) The behavioral validity of dual-task driving performance in fixed and moving base driving simulators. Transportation Research Part F: Traffic Psychology and Behaviour 37, pages 78-96.
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Anna Felnhofer, Oswald D. Kothgassner, Nathalie Hauk, Leon Beutl, Helmut Hlavacs & Ilse Kryspin-Exner. (2014) Physical and social presence in collaborative virtual environments: Exploring age and gender differences with respect to empathy. Computers in Human Behavior 31, pages 272-279.
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