The oculus rift as a portal for presence : the effects of technology advancement and sex differences in the horror video game genre
Virtual reality (VR) and presence research has historically been conducted using large laboratory equipment. With the affordance of new technology, like the Oculus Rift, we can begin to delve into the world of consumer based VR interactions. The majority of consumers purchasing the Oculus Rift are interested in playing video games and one popular genre is horror. In addition, both males and females enjoy video games and VR yet there are still unanswered questions regarding sex differences and presence with these technologies. This study examined the impact of technological advancement (VR headset: Oculus Rift vs. traditional compute monitor), sex differences (males vs. females), and their interaction on spatial presence and fright reaction (self-reported measure as well as observable fear behaviors) while playing the horror game, Alien: Isolation. It was found that males and females did not differ statistically on spatial presence, self-reporting of fear, and observable fear responses. Technological advancement increased feelings of spatial presence. In addition, spatial presence was found to mediate the relationship between technology advancement and fear response (self-reported and observable fear behaviors).
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- In Collections
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Electronic Theses & Dissertations
- Copyright Status
- In Copyright
- Material Type
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Theses
- Authors
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Day, Thomas William Murphy
- Thesis Advisors
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Peng, Wei
- Committee Members
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Ratan, Rabindra
Heeter, Carrie
- Date Published
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2015
- Subjects
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Fear
Space perception
Video games--Social aspects
Virtual reality headsets
Virtual reality--Social aspects
Virtual reality
Technological innovations
Video gamers
Sex differences
Middle West
- Program of Study
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Media and Information-Master of Arts
- Degree Level
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Masters
- Language
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English
- Pages
- iv, 36 pages
- ISBN
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9781321964141
1321964145
- Permalink
- https://doi.org/doi:10.25335/n2jx-w176