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So scary, yet so fun: The role of self-efficacy in enjoyment of a virtual reality horror game

dc.citation.epage3242en_US
dc.citation.spage3223en_US
dc.citation.volume20en_US
dc.citation.woscount0en_US
dc.contributor.authorLin, Jih-Hsuan Tammyen_US
dc.contributor.authorWu, Dai-Yunen_US
dc.contributor.authorTao, Chen-Chaoen_US
dc.contributor.department傳播與科技學系zh_TW
dc.contributor.departmentDepartment of Communication and Technologyen_US
dc.date.accessioned2019-04-02T05:57:51Z
dc.date.available2019-04-02T05:57:51Z
dc.date.issued2018-09-01en_US
dc.description.abstractEnjoyment 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.identifier.doi10.1177/1461444817744850en_US
dc.identifier.issn1461-4448en_US
dc.identifier.journalNEW MEDIA & SOCIETYen_US
dc.identifier.urihttp://dx.doi.org/10.1177/1461444817744850en_US
dc.identifier.urihttps://ir.lib.nycu.edu.tw/handle/11536/148105
dc.identifier.wosnumberWOS:000443960800007en_US
dc.language.isoen_USen_US
dc.subjectArousalen_US
dc.subjectenjoymenten_US
dc.subjectexcitation transferen_US
dc.subjectfearen_US
dc.subjecthorror gameen_US
dc.subjectself-efficacyen_US
dc.subjectvirtual realityen_US
dc.titleSo scary, yet so fun: The role of self-efficacy in enjoyment of a virtual reality horror gameen_US
dc.typeArticleen_US

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