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題名 So scary, yet so fun: the role of self-efficacy in enjoyment of a virtual reality horror game
作者 林日璇
Lin, Jih-Hsuan Tammy
Wu, Dai-Yun
Tao, Chen-Chao
貢獻者 傳播學院
日期 2018-09
上傳時間 3-Jul-2018 15:13:45 (UTC+8)
摘要 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.
關聯 NEW MEDIA & SOCIETY, 20(9), 3223-3242
資料類型 article
DOI http://dx.doi.org/10.1177/1461444817744850
dc.contributor 傳播學院-
dc.creator (作者) 林日璇zh_TW
dc.creator (作者) Lin, Jih-Hsuan Tammyen_US
dc.creator (作者) Wu, Dai-Yunen_US
dc.creator (作者) Tao, Chen-Chaoen_US
dc.date (日期) 2018-09-
dc.date.accessioned 3-Jul-2018 15:13:45 (UTC+8)-
dc.date.available 3-Jul-2018 15:13:45 (UTC+8)-
dc.date.issued (上傳時間) 3-Jul-2018 15:13:45 (UTC+8)-
dc.identifier.uri (URI) http://nccur.lib.nccu.edu.tw/handle/140.119/118194-
dc.description.abstract (摘要) 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.format.extent 417112 bytes-
dc.format.mimetype application/pdf-
dc.relation (關聯) NEW MEDIA & SOCIETY, 20(9), 3223-3242-
dc.title (題名) So scary, yet so fun: the role of self-efficacy in enjoyment of a virtual reality horror gameen_US
dc.type (資料類型) article-
dc.identifier.doi (DOI) 10.1177/1461444817744850-
dc.doi.uri (DOI) http://dx.doi.org/10.1177/1461444817744850-