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Video game presence as a function of genre

dc.contributor.authorGackenbach, Jayne
dc.contributor.authorBown, Johnathan
dc.date.accessioned2014-08-14
dc.date.accessioned2022-05-27T01:13:08Z
dc.date.available2022-05-27T01:13:08Z
dc.date.issued2011
dc.description.abstractWhile presence, or the sense of being there, is widely understood to be important in game play, it has not often been examined in terms of video game genre. This is important as presence in a game informs the absorption in play. In the present inquiry self reported presence during a recently played game was examined as a function of genre. Presence was assessed using a version of the presence inventory developed by Lombard and Ditton (1997). The wording of the items were adjusted to conform with video game just played. Additionally the self reported games just played were classified into genre. These included Action, Adventure, Driving, Miscellaneous (Casual), Role Playing, and Sport. Genre differences in presence were examined. It was found that Casual genreā€™s had the least presence overall while the classically hard core genres (Action, Adventure, Role Playing) were highest in overall presence. Sociability elements of presence differed as well across genre.
dc.format.extent448.12 kb
dc.format.mimetypePDF
dc.identifier.citationGackenbach, J.I. & Bown, J. (2011). Video game presence as a function of genre. Loading, 5(8). Retrieved from http://journals.sfu.ca/loading/index.php/loading/index
dc.identifier.urihttps://hdl.handle.net/20.500.14078/112
dc.languageEnglish
dc.language.isoen
dc.rightsAttribution-NonCommercial (CC BY-NC)
dc.rights.urihttps://creativecommons.org/licenses/by-nc/4.0/
dc.subjectvideo game play
dc.subjectgenre
dc.subjectpresence
dc.titleVideo game presence as a function of genreen
dc.typeArticle
dspace.entity.type

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