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  3. Experiencing Presence in a Gaming Activity Improves Mood After a Negative Mood Induction
 

Experiencing Presence in a Gaming Activity Improves Mood After a Negative Mood Induction

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BORIS DOI
10.48350/151168
Publisher DOI
10.4018/IJGCMS.2020100101
Description
Research suggests that immersion in computer games is beneficial for recovering from stress and improving mood. However, no study linked explicit measures of presence—individually experienced immersion—to mood enhancement. In the present experiment, immersion of a gaming activity was varied, and levels of presence and enjoyment were measured and connected to mood repair after a stress-induction. The participants (N = 77) played a game in virtual reality (VR; high immersion), on the desktop (medium immersion), or watched a recording of the game (low immersion). Positive emotions were enhanced in the high and medium, but not the low immersion condition. Presence was a significant predictor in the VR condition. Furthermore, an explanatory mediation analysis showed that enjoyment mediated the effect of presence on mood repair. These findings demonstrate positive effects of presence experiences in gaming. Strong presence in VR seems especially helpful for enhancing mood and building up positive emotional resources.
Date of Publication
2020-12-11
Publication Type
Article
Subject(s)
100 Philosophy > 150 Psychology
Language(s)
en
Contributor(s)
Weber, Stefan
Institut für Psychologie, Abt. Kognitive Psychologie, Wahrnehmung und Methodenlehre
Mast, Fred
Institut für Psychologie, Abt. Kognitive Psychologie, Wahrnehmung und Methodenlehre
Weibel, David
Institut für Psychologie, Abt. Kognitive Psychologie, Wahrnehmung und Methodenlehre
Additional Credits
Institut für Psychologie, Abt. Kognitive Psychologie, Wahrnehmung und Methodenlehre
Series
International journal of gaming and computer-mediated simulations
Publisher
IGI Global
ISSN
1942-3888
Access(Rights)
open.access
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