| dc.contributor | 傳播學院 | - |
| dc.creator (作者) | 林日璇 | zh_TW |
| dc.creator (作者) | Lin, Jih-Hsuan Tammy | en_US |
| dc.creator (作者) | Wu, Dai-Yun | en_US |
| dc.creator (作者) | Tao, Chen-Chao | en_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 game | en_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 | - |