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

Experiencing Presence in a Gaming Activity Improves Mood After a Negative Mood Induction
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Author(s): Stefan Weber (University of Bern, Switzerland), Fred W. Mast (University of Bern, Switzerland)and David Weibel (University of Bern, Switzerland)
Copyright: 2023
Pages: 24
Source title: Research Anthology on Game Design, Development, Usage, and Social Impact
Source Author(s)/Editor(s): Information Resources Management Association (USA)
DOI: 10.4018/978-1-6684-7589-8.ch057

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Abstract

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.

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