Exploring the Effects of Display Characteristics on Presence and Emotional Responses of Game Players

2013 ◽  
Vol 9 (1) ◽  
pp. 50-63
Author(s):  
Tao Lin ◽  
Zhiming Wu ◽  
Ningjiu Tang ◽  
Shaomei Wu

Large displays are becoming ubiquitous and one important property of large displays is that they afford larger visual angles and physically larger screen sizes. However, there has been little investigation of the effects of large displays on users; furthermore, few studies have employed physiological measures, nor isolated the effects on presence and emotional responses of large visual angle and physically large screen size. This study, then, examines specifically the effects of these two properties of large displays on presence and emotional responses, using physiological as well as subjective methods. The results indicate that the larger visual angle offered by a large display can increase the sense of presence, engagement, and emotional responses when players are playing games. More interestingly, the physically larger sizes offered by a large display seem to also be able to affect these player experiences, even at identical visual angles with small displays.

Author(s):  
Zhiming Wu ◽  
Tao Lin ◽  
Ningjiu Tang ◽  
Shaomei Wu

Large displays are becoming ubiquitous and one important property of large displays is that they afford larger visual angles and physically larger screen sizes. However, there has been little investigation of the effects of large displays on users; furthermore, few studies have employed physiological measures, nor isolated the effects on presence and emotional responses of large visual angle and physically large screen size. This study, then, examines specifically the effects of these two properties of large displays on presence and emotional responses, using physiological as well as subjective methods. The results indicate that the larger visual angle offered by a large display can increase the sense of presence, engagement, and emotional responses when players are playing games. More interestingly, the physically larger sizes offered by a large display seem to also be able to affect these player experiences, even at identical visual angles with small displays.


Author(s):  
Sidney L. Smith ◽  
Benjamin C. Duggar

Twelve four-man groups searched and counted visually displayed items. In one session, they used a large display shared in common by the group members; in another session, separate smaller displays were viewed individually. Information was presented under conditions of equal visual angle, so that these two display modes were logically equivalent. Performance was 15 percent faster with the large group display than with the small individual displays. There was no significant difference in error frequency. Some subjects preferred the large display, some the small. In a supplementary study, running individual subjects rather than groups, there were no differences in speed or accuracy between the display modes. This suggests that the difference in group performance time resulted from some facilitating effect of the shared display on the process of group interaction.


2019 ◽  
Vol 32 (5) ◽  
pp. 1112-1131 ◽  
Author(s):  
Gabriel Levrini ◽  
Cristian Luis Schaeffer ◽  
Walter Nique

Purpose The purpose of this paper is twofold: first, to analyze whether musical priming induces greater recall of brands and, second, to study the emotional priming effects of music, in comparison with non-emotional music, including gender comparison. Design/methodology/approach Through the utilization of neuromarketing tools and protocols (quantitative and qualitative), the study explores facial eltromyography (EMG) capabilities and skin conductance responses (SCR) measuring consumers’ emotional responses. Findings The findings show that at least, 40 percent of the total sample recognized a musical priming effect. The study measures the emotional response to musical priming as positive. Emotional video recognition was much higher in females. Both the self-report and physiological measures support the notion that emotional background music can elicit emotional responses in consumers. Research limitations/implications The research measured emotional response to musical priming without testing how these responses influence consumers’ attention and overall behavior. Practical implications The five senses, especially hearing, play an important role in the purchasing decision process and in the individual customer experience. People become aware of the products and brands that surround them and make their choice. In terms of digital trading activities and online sales, increasing physiological understanding of musical priming reactions may mean that, for companies, selling low-end online goods may be economically worthwhile to cooperate with platforms such as Spotify or iTunes to select individual users. Social implications More research is needed in priming process techniques in order to better understand how primes activate knowledge in the consumer’s mind. Understanding this process will inform marketers how close a prime needs to be to a target to have an effective influence, as well as when marketers should be concerned about negative priming effects. Originality/value At the best of our knowledge, it is the first time that music priming is analyzed in terms of self-report and physiological measures From the measurement’s perspective, the results reaffirm that physiological and self-report measures capture different levels of information. While SCR and EMG capture real-time subconscious responses, MAN scale self-report data provide information regarding how cognitive effort, in terms of intensity and valence, affects brand recall.


2014 ◽  
Vol 41 (4) ◽  
pp. 1584-1592 ◽  
Author(s):  
Miriam Clemente ◽  
Alejandro Rodríguez ◽  
Beatriz Rey ◽  
Mariano Alcañiz

2007 ◽  
Vol 38 (1) ◽  
pp. 161-164 ◽  
Author(s):  
Tetsuo Urabe ◽  
Tatsuya Sasaoka ◽  
Koichi Tatsuki ◽  
Jun Takaki

PLoS ONE ◽  
2021 ◽  
Vol 16 (3) ◽  
pp. e0233628
Author(s):  
Alice Chirico ◽  
Robert R. Clewis ◽  
David B. Yaden ◽  
Andrea Gaggioli

The sublime–the mixed aesthetic experience of uplift and elevation in response to a powerful or vast object that otherwise is experienced as menacing–has nurtured philosophical discourse for centuries. One of the major philosophical issues concerns whether the sublime is best thought of as a subjective response or as a stimulus. Recently, psychology has conceived of the sublime as an emotion, often referred to as awe, arising from natural or artistic stimuli that are great, rare, and/or vast. However, it has not yet been empirically demonstrated whether two major elicitors of the sublime–nature and art–differ in inducing this state. In order to experimentally compare nature and art, we exposed 50 participants to sublimity-inducing content in two different formats (nature-based and art-based) using 360° videos. We compared Vincent Van Gogh’s The Starry Night with a photorealistic version of the actual place depicted in the painting, Saint-Rémy-de-Provence. We measured participants’ emotional responses before and after each exposure, as well as the sense of presence. The nature-based format induced higher intensity emotional responses than the art-based format. This study compares different sublime stimuli (nature vs. art) for eliciting the sublime.


Author(s):  
Rui Chen ◽  
Tao Lin ◽  
Tiantian Xie

Large displays are becoming increasingly pervasive. Larger screen size provides an opportunity for users to see more information simultaneously, but at the cost of managing a larger amount of screen space, which is a great burden declining task performance and user experience. User would do/feel better if this burden could be takeover by the computer itself employing techniques that automate the management of screen space. Some studies on automatic window management have been carried out with some success. However, they mainly focus on utilization of empty screen space and/or overlap elimination while ignore preservation of the mental map of users, which tends to cause user confusion and disorientation in practical use. In this chapter, an empirical model is proposed to identifying the degree of mental map preservation for a window layout rearrangement. Furthermore, a method combining high-level window importance with a genetic multi-objective optimization algorithm is presented to generate recommended window layouts featuring a tradeoff among several conflicting goals: (1) better usage of screen space, (2) lower degree of window overlaps, and (3) better mental map preservation. Results suggest that the method is capable of generating suitable window layouts for users and takes a key step toward developing an automated windows manager.


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