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Original Articles

The Psychophysiology of Digital Gaming: The Effect of a Non Co-Located Opponent

Pages 268-294 | Received 13 Sep 2007, Published online: 25 Aug 2009

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Read on this site (4)

Christina Schumann, Nicholas David Bowman & Daniel Schultheiss. (2016) The Quality of Video Games: Subjective Quality Assessments as Predictors of Self-Reported Presence in First-Person Shooter and Role-Playing Games. Journal of Broadcasting & Electronic Media 60:4, pages 547-566.
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Jesse Fox, Sun Joo (Grace) Ahn, Joris H. Janssen, Leo Yeykelis, Kathryn Y. Segovia & Jeremy N. Bailenson. (2015) Avatars Versus Agents: A Meta-Analysis Quantifying the Effect of Agency on Social Influence. Human–Computer Interaction 30:5, pages 401-432.
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Articles from other publishers (27)

Loïc Caroux. (2023) Presence in video games: A systematic review and meta-analysis of the effects of game design choices. Applied Ergonomics 107, pages 103936.
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Russell Blair Williams. 2022. Research Anthology on Game Design, Development, Usage, and Social Impact. Research Anthology on Game Design, Development, Usage, and Social Impact 1538 1557 .
Russell Blair Williams. 2022. Research Anthology on Game Design, Development, Usage, and Social Impact. Research Anthology on Game Design, Development, Usage, and Social Impact 1183 1197 .
Sylvia D. Kreibig, Andrea C. Samson & James J. Gross. (2022) Experiential, expressive, and physiological effects of positive and negative emotion regulation goals while reappraising amusing stimuli. International Journal of Psychophysiology 178, pages 71-89.
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Linda K. Kaye. (2021) Understanding the “social” nature of digital games. Entertainment Computing 38, pages 100420.
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Ecehan Akan & Mehmet İlker Berkman. 2020. Game User Experience And Player-Centered Design. Game User Experience And Player-Centered Design 231 249 .
Russell Blair Williams. (2019) The Social Facilitation of Performance, Emotions, and Motivation in a High Challenge Video Game. International Journal of Gaming and Computer-Mediated Simulations 11:3, pages 38-54.
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Russell Blair Williams. (2019) The Social Facilitation of Performance, Engagement and Affect in a Complex Videogame. International Journal of Gaming and Computer-Mediated Simulations 11:1, pages 1-17.
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Linda K. Kaye. 2019. Advanced Methodologies and Technologies in Media and Communications. Advanced Methodologies and Technologies in Media and Communications 141 152 .
Jesse Fox, Michael Gilbert & Wai Yen Tang. (2018) Player experiences in a massively multiplayer online game: A diary study of performance, motivation, and social interaction. New Media & Society 20:11, pages 4056-4073.
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Linda K. Kaye. 2018. Encyclopedia of Information Science and Technology, Fourth Edition. Encyclopedia of Information Science and Technology, Fourth Edition 3317 3326 .
Rachel L. Bailey. 2017. The International Encyclopedia of Communication Research Methods. The International Encyclopedia of Communication Research Methods 1 15 .
Robert F. Potter. 2017. The International Encyclopedia of Media Effects. The International Encyclopedia of Media Effects 1 9 .
W. James Potter. 2017. The International Encyclopedia of Media Effects. The International Encyclopedia of Media Effects 1 22 .
Sharon Mozgai, Gale Lucas & Jonathan Gratch. 2017. Intelligent Virtual Agents. Intelligent Virtual Agents 283 286 .
April Tyack, Peta Wyeth & Daniel Johnson. (2016) The Appeal of MOBA Games. The Appeal of MOBA Games.
Elizabeth L. Cohen. 2017. The International Encyclopedia of Media Effects. The International Encyclopedia of Media Effects 1 12 .
Celso De Melo, Stacy Marsella & Jonathan Gratch. (2016) People Do Not Feel Guilty About Exploiting Machines. ACM Transactions on Computer-Human Interaction 23:2, pages 1-17.
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Laura Herrewijn & Karolien Poels. (2015) The impact of social setting on the recall and recognition of in-game advertising. Computers in Human Behavior 53, pages 544-555.
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Celso M. de Melo, Jonathan Gratch & Peter J. Carnevale. (2015) Humans versus Computers: Impact of Emotion Expressions on People's Decision Making. IEEE Transactions on Affective Computing 6:2, pages 127-136.
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Celso M. de Melo & Jonathan Gratch. 2015. Intelligent Virtual Agents. Intelligent Virtual Agents 109 118 .
J. Matias Kivikangas, Jari Kätsyri, Simo Järvelä & Niklas Ravaja. (2014) Gender Differences in Emotional Responses to Cooperative and Competitive Game Play. PLoS ONE 9:7, pages e100318.
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Lotte VermeulenElena Núñez CastellarJan Van Looy. (2014) Challenging the Other: Exploring the Role of Opponent Gender in Digital Game Competition for Female Players. Cyberpsychology, Behavior, and Social Networking 17:5, pages 303-309.
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Jari Kätsyri, Riitta Hari, Niklas Ravaja & Lauri Nummenmaa. (2013) The Opponent Matters: Elevated fMRI Reward Responses to Winning Against a Human Versus a Computer Opponent During Interactive Video Game Playing. Cerebral Cortex 23:12, pages 2829-2839.
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J. M. Kivikangas & N. Ravaja. (2013) Emotional Responses to Victory and Defeat as a Function of Opponent. IEEE Transactions on Affective Computing 4:2, pages 173-182.
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Inger Ekman, Guillaume Chanel, Simo Järvelä, J.Matias Kivikangas, Mikko Salminen & Niklas Ravaja. (2011) Social Interaction in Games. Simulation & Gaming 43:3, pages 321-338.
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B. J. Gajadhar, Y. A. W. deKort & W. A. IJsselsteijn. 2011. Discoveries in Gaming and Computer-Mediated Simulations. Discoveries in Gaming and Computer-Mediated Simulations 147 162 .

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