32 research outputs found

    Gamers’ Sensations of Spatial, Social, And Co-Presence While Playing Online Video Games

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    There is an increasing number of video gamers who are playing games online. Previous research has demonstrated that off line gamers experience sensations of presence “the illusion of non-mediation” (Lombard & Ditton, 1997). The current study, explores through focus groups, the type of presence online gamers report experiencing. The results demonstrate that online gamers report having sensations that can be classified into all three main presence types: spatial (physical), social, and co-presence

    The Dueling Influences on Stigma toward Mental Illness: Effects of Interpersonal Familiarity and Stigmatizing Mediated Portrayals of Mental Illness on Attitudes

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    Popular media is both a common source for information about mental illness and notorious for its disproportionately negative and violent portrayals of those with mental illness. This research undertook an experiment (N = 92) to explore the competing influences of mass communication messages and interpersonal familiarity/ experience with people with mental illness on stigmatizing attitudes toward the mentally ill. Results demonstrate that exposure to negative, violent mediated portrayals of the mentally ill increase stigmatizing attitudes toward the mentally ill, while exposure to positive, sympathetic portrayals of the mentally ill relates to less stigmatizing attitudes toward the mentally ill. Greater interpersonal familiarity with those with mental illness was related to less stigmatizing attitudes toward the mentally ill regardless of viewing condition. Transportation and presence experienced while viewing the narratives with mental illness portrayals was proposed as a contributing mechanism behind adopting story consistent beliefs, but it was not related to adopting narrative consistent attitudes

    Gamers’ Sensations of Spatial, Social, And Co-Presence While Playing Online Video Games

    Get PDF
    There is an increasing number of video gamers who are playing games online. Previous research has demonstrated that off line gamers experience sensations of presence “the illusion of non-mediation” (Lombard & Ditton, 1997). The current study, explores through focus groups, the type of presence online gamers report experiencing. The results demonstrate that online gamers report having sensations that can be classified into all three main presence types: spatial (physical), social, and co-presence

    The impact of third places on community quality of life

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    Older cities struggling with issues of survival focus on jobs and the economy, but competition requires all cities to pay attention to the quality of life that attracts residents. Creating such an inviting environment includes “third places” that foster community and communication among people outside of home and work, yet we have little empirical evidence that speaks to the subject, or their importance for a community’s quality of life. Here we report on a national U.S. survey that asked people to identify such places in their community, producing a wide variety of “third places” that ranged from the most popular community centers, coffee shops and restaurants to parks and malls. While a few relationships are found between population/diversity and the popularity of particular third places, the most important result confirms a hypothesized relationship between perceptions that third places are accessible in their community and the perceived quality of life

    Binge-Watching: A Suspenseful, Emotional, Habit

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    Binge-watching, simultaneously treated as both guilty pleasure and legitimate health concern in popular press and academic discussions, is a pervasive media behavior. Yet distinguishing it from other ways of television viewing remains elusive in communication research. The present study employs empirically supported variables to determine if different outcome expectancies are relevant to the frequency of binge-watching as contrasted with appointment viewing of television through the lens of the model of media attendance. Survey results (N = 797) of a college student and representative adult sample reveal that binge-watching is motivated in large part by the behavior already being an entrenched habit among viewers, while suspense and anticipation associated with content and motivation to use viewing to regulate one’s emotions are also significant antecedents. Conversely, more frequent appointment viewing of television viewing was driven by viewing efficacy and older age

    Telepresence and Video Games: The Impact of Image Quality

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    This study investigates the impact of video game image quality on telepresence. Past research has demonstrated positive associations between television image quality and presence and video game technology and presence. No study to date, however, has examined the presence effects of video games played in high definition, which is becoming increasingly common due to the diffusion of new TV technologies into homes. This paper reports the results of an experiment in which image quality was manipulated. The results of the study provide some support for image quality affecting telepresence. Specifically, higher quality images in video games led to higher levels of immersion. These findings are discussed along with suggestions for future research

    Binge-Watching: A Suspenseful, Emotional, Habit

    No full text
    Binge-watching, simultaneously treated as both guilty pleasure and legitimate health concern in popular press and academic discussions, is a pervasive media behavior. Yet distinguishing it from other ways of television viewing remains elusive in communication research. The present study employs empirically supported variables to determine if different outcome expectancies are relevant to the frequency of binge-watching as contrasted with appointment viewing of television through the lens of the model of media attendance. Survey results (N = 797) of a college student and representative adult sample reveal that binge-watching is motivated in large part by the behavior already being an entrenched habit among viewers, while suspense and anticipation associated with  content and motivation to use viewing to regulate one’s emotions are also significant antecedents. Conversely, more frequent appointment viewing of television viewing was driven by viewing efficacy and older age
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