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1.
PLoS One ; 13(10): e0205384, 2018.
Article in English | MEDLINE | ID: mdl-30359368

ABSTRACT

Smartphones and other mobile devices have fundamentally changed patterns of Internet use in everyday life by making online access constantly available. The present paper offers a theoretical explication and empirical assessment of the concept of online vigilance, referring to users' permanent cognitive orientation towards online content and communication as well as their disposition to exploit these options constantly. Based on four studies, a validated and reliable self-report measure of online vigilance was developed. In combination, the results suggest that the Online Vigilance Scale (OVS) shows a stable factor structure in various contexts and user populations and provides future work in communication, psychology, and other social sciences with a new measure of the individual cognitive orientation towards ubiquitous online communication.


Subject(s)
Communication , Internet , Adolescent , Adult , Aged , Aged, 80 and over , Behavior , Factor Analysis, Statistical , Female , Humans , Male , Middle Aged , Models, Theoretical , Reproducibility of Results , Self Report , Smartphone , Text Messaging , Young Adult
2.
Cyberpsychol Behav Soc Netw ; 15(11): 630-3, 2012 Nov.
Article in English | MEDLINE | ID: mdl-23017117

ABSTRACT

Interactive storytelling (IS) is a promising new entertainment technology synthesizing preauthored narrative with dynamic user interaction. Existing IS prototypes employ different modes to involve users in a story, ranging from individual avatar control to comprehensive control over the virtual environment. The current experiment tested whether different player modes (exerting local vs. global influence) yield different user experiences (e.g., senses of immersion vs. control). A within-subject design involved 34 participants playing the cinematic IS drama "Emo Emma"( 1 ) both in the local (actor) and in global (ghost) mode. The latter mode allowed free movement in the virtual environment and hidden influence on characters, objects, and story development. As expected, control-related experiential qualities (effectance, autonomy, flow, and pride) were more intense for players in the global (ghost) mode. Immersion-related experiences did not differ over modes. Additionally, men preferred the sense of command facilitated by the ghost mode, whereas women preferred the sense of involvement facilitated by the actor mode.


Subject(s)
Narration , Role , User-Computer Interface , Female , Humans , Male , Young Adult
3.
Cyberpsychol Behav Soc Netw ; 15(7): 378-81, 2012 Jul.
Article in English | MEDLINE | ID: mdl-22780996

ABSTRACT

While replay value is a common term in interactive entertainment, psychological research on its meaning in terms of user experiences is sparse. An exploratory experiment using the interactive drama "Façade" was conducted (n=50) to examine shifts and continuities in entertainment-related user experiences between first and second exposure to the same system. A questionnaire with brief scales measuring various user-experience dimensions (interaction-related facets such as usability, flow, and presence, as well as narrative-related facets such as suspense and curiosity) was administered after the first and the second round of exposure. Findings suggest that replay produces gains in action-related experience components such as presence and effectance, whereas narrative-related experiences such as curiosity and suspense remain stable across exposures. Implications for theorizing on interactive entertainment experiences are discussed.


Subject(s)
Communication , Games, Experimental , Adolescent , Female , Humans , Male , Surveys and Questionnaires , Young Adult
4.
Cyberpsychol Behav ; 12(1): 29-31, 2009 Feb.
Article in English | MEDLINE | ID: mdl-19025464

ABSTRACT

Based on theoretical assumptions from film psychology and their application to video games, the hypothesis is tested that suspense is a major factor in video game enjoyment. A first-person shooter game was experimentally manipulated to create either a low level or a high level of suspense. Sixty-three participants were randomly assigned to experimental conditions; enjoyment was assessed after playing by a 10-item rating scale. Results support the assumption that suspense is a driver of video game enjoyment.


Subject(s)
Anxiety/psychology , Play and Playthings/psychology , Pleasure , Uncertainty , Video Games/psychology , Analysis of Variance , Female , Games, Experimental , Humans , Male , Psychometrics , Reference Values , Young Adult
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