Experiencing Presence in Video Games: The Role of Presence Tendencies, Game Experience, Gender, and Time Spent in Play

Kenneth A. Lachlan, Marina Krcmar · Communication Research Reports · 2011

Some research on presence has suggested that one's ability to adapt to a virtual video environment may largely depend on individual level differences in adaptability, whereas other research has suggested that men—and those with previous experience with the environment—may feel stronger levels of presence. Little research has examined how the amount of time spent in the environment influences the degree of presence experienced. Participants were asked to play a highly interactive video game for 10, 15, 20, or 30 min. Results support past research, but fail to reveal differences in presence over short-term time differences.

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