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

Weber, Stefan; Mast, Fred W.; Weibel, David (2020). Experiencing Presence in a Gaming Activity Improves Mood After a Negative Mood Induction. International journal of gaming and computer-mediated simulations, 12(4), pp. 1-22. IGI Global 10.4018/IJGCMS.2020100101

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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.

Item Type:

Journal Article (Original Article)

Division/Institute:

07 Faculty of Human Sciences > Institute of Psychology > Cognitive Psychology, Perception and Methodology

UniBE Contributor:

Weber, Stefan; Mast, Fred and Weibel, David

Subjects:

100 Philosophy > 150 Psychology

ISSN:

1942-3888

Publisher:

IGI Global

Language:

English

Submitter:

David Weibel

Date Deposited:

27 Jan 2021 09:49

Last Modified:

31 Jan 2021 02:59

Publisher DOI:

10.4018/IJGCMS.2020100101

BORIS DOI:

10.48350/151168

URI:

https://boris.unibe.ch/id/eprint/151168

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