完整後設資料紀錄
DC 欄位 | 值 | 語言 |
---|---|---|
dc.contributor.author | Lin, Jih-Hsuan Tammy | en_US |
dc.contributor.author | Wu, Dai-Yun | en_US |
dc.contributor.author | Tao, Chen-Chao | en_US |
dc.date.accessioned | 2019-04-02T05:57:51Z | - |
dc.date.available | 2019-04-02T05:57:51Z | - |
dc.date.issued | 2018-09-01 | en_US |
dc.identifier.issn | 1461-4448 | en_US |
dc.identifier.uri | http://dx.doi.org/10.1177/1461444817744850 | en_US |
dc.identifier.uri | http://hdl.handle.net/11536/148105 | - |
dc.description.abstract | Enjoyment of frightening content is a paradoxical issue in communication research. Revising Zillmann's model of suspense, we propose a three-factor model examining the audience appeal of horror content in a virtual reality (VR) survival horror game. In a laboratory study, participants played a VR horror game. The results show significant effects of the three-way interaction among horror self-efficacy, physiological arousal, and fear on enjoyment and future intentions to play similar games. Horror self-efficacy interacts with fear to affect enjoyment only among high-arousal participants. Among high-fear participants, higher horror self-efficacy leads to significantly greater enjoyment than lower horror self-efficacy. We measured enjoyment through self-reported ratings, future intentions to play similar games, and the behavioral choice of subsequent games to demonstrate the appeal of horror content. Horror self-efficacy in coping with mediated fright is the key to explaining the conditional positive association of fear and enjoyment in the gaming context. | en_US |
dc.language.iso | en_US | en_US |
dc.subject | Arousal | en_US |
dc.subject | enjoyment | en_US |
dc.subject | excitation transfer | en_US |
dc.subject | fear | en_US |
dc.subject | horror game | en_US |
dc.subject | self-efficacy | en_US |
dc.subject | virtual reality | en_US |
dc.title | So scary, yet so fun: The role of self-efficacy in enjoyment of a virtual reality horror game | en_US |
dc.type | Article | en_US |
dc.identifier.doi | 10.1177/1461444817744850 | en_US |
dc.identifier.journal | NEW MEDIA & SOCIETY | en_US |
dc.citation.volume | 20 | en_US |
dc.citation.spage | 3223 | en_US |
dc.citation.epage | 3242 | en_US |
dc.contributor.department | 傳播與科技學系 | zh_TW |
dc.contributor.department | Department of Communication and Technology | en_US |
dc.identifier.wosnumber | WOS:000443960800007 | en_US |
dc.citation.woscount | 0 | en_US |
顯示於類別: | 期刊論文 |