Christoph Klimmt
Hanover College
Network
Latest external collaboration on country level. Dive into details by clicking on the dots.
Publication
Featured researches published by Christoph Klimmt.
Media Psychology | 2007
Werner Wirth; Thomas Hartmann; Saskia Böcking; Peter Vorderer; Christoph Klimmt; Holger Schramm; Timo Saari; Jari Laarni; Niklas Ravaja; Feliz Ribeiro Gouveia; Frank A. Biocca; Ana Sacau; Lutz Jäncke; Thomas Baumgartner; Petra Jäncke
In order to bridge interdisciplinary differences in Presence research and to establish connections between Presence and “older” concepts of psychology and communication, a theoretical model of the formation of Spatial Presence is proposed. It is applicable to the exposure to different media and intended to unify the existing efforts to develop a theory of Presence. The model includes assumptions about attention allocation, mental models, and involvement, and considers the role of media factors and user characteristics as well, thus incorporating much previous work. It is argued that a commonly accepted model of Spatial Presence is the only solution to secure further progress within the international, interdisciplinary and multiple-paradigm community of Presence research.
Journal of Computer-Mediated Communication | 2006
Tilo Hartmann; Christoph Klimmt
On average, girls and women are less involved with video games than are boys and men, and when they do play, they often prefer different games. This article reports two studies that investigated the dislikes of German females with regard to video games. Study 1 applied conjoint analysis to female respondents’ (N= 317) ratings of fictional video games and demonstrated that lack of meaningful social interaction, followed by violent content and sexual gender role stereotyping of game characters, were the most important reasons why females disliked the games. Study 2, an online survey (N= 795), revealed that female respondents were less attracted to competitive elements in video games, suggesting an explanation for gender-specific game preferences. These findings are discussed with respect to communication theory on interactive entertainment and their implications for applied video game design.
Presence: Teleoperators & Virtual Environments | 2003
Christoph Klimmt; Peter Vorderer
Contemporary theoretical explications of presence experiences can be advanced and completed by integrating theoretical frameworks from media psychology. This article briefly presents concepts related to media entertainment that have been elaborated and/or applied by media psychologists and that exhibit considerable overlaps with the explication of presence. Specifically, the concept of involvement (Vorderer, 1992), affective disposition theory (Zillmann, 1996), simulation theory (Oatley, 1994), and the psychological theory of play (Oerter, 1999) are introduced. For each framework, connection points to the theoretical conceptualization of presence are pointed out. The article illuminates new opportunities for interdisciplinary cooperation in advancing our understanding of presence.
Playing Video Games: Motives, Responses, and Consequences | 2006
Christoph Klimmt; Tilo Hartmann
When communication researchers consider computer games (and video games) as a new form of media entertainment, they typically highlight those games’ interactivity because it is the main feature that distinguishes them from most other kinds of entertainment (Grodal, 2000; Vorderer, 2000). Not only do game players actively process information provided by the medium (as do viewers, readers, and users of other noninteractive media), but they also contribute substantially to the quality and progress of the media product itself. Their decisions and actions determine how a game looks, how it develops, and how it ends. Consequently, most theoretical work on the enjoyment of playing computer games has focused on the issue of interactivity and player action during game play (Klimmt, 2003, 2005). In order to handle modern entertainment software successfully, users must stay alert for most of the playing time and be able to respond quickly and appropriately to incoming new information. Some, if not many, of these responses may be automatized (Bargh, 1997) for efficient execution and conservation of cognitive processing resources. But, in general, the use of computer games should be modeled as a complex and multifaceted kind of action. Therefore, research on the psychology of action (e.g., Gollwitzer & Bargh, 1996; Heckhausen, 1977) offers theories and empirical findings that may help explain why people play and what they do during playing. Adopting the perspective of the psychology of action means searching for motifs (and motivations) of playing.
Cyberpsychology, Behavior, and Social Networking | 2009
Christoph Klimmt; Albert A. Rizzo; Peter Vorderer; Jan Koch; Till Fischer
Based on theoretical assumptions from film psychology and their application to video games, the hypothesis is tested that suspense is a major factor in video game enjoyment. A first-person shooter game was experimentally manipulated to create either a low level or a high level of suspense. Sixty-three participants were randomly assigned to experimental conditions; enjoyment was assessed after playing by a 10-item rating scale. Results support the assumption that suspense is a driver of video game enjoyment.
international conference on entertainment computing | 2009
Christoph Klimmt; Christopher Blake; Dorothée Hefner; Peter Vorderer; Christian Roth
An experiment (N = 74) was conducted to investigate the impact of game difficulty and player performance on game enjoyment. Participants played a First Person Shooter game with systematically varied levels of difficulty. Satisfaction with performance and game enjoyment were assessed after playing. Results are not fully in line with predictions derived from flow and attribution theory and suggest players to (1) change their view on their own performance with its implications for enjoyment with increasing game experience and (2) to switch strategically between different sources of fun, thus maintaining a (somewhat) positive experience even when performance-based enjoyment is low.
Personality and Social Psychology Bulletin | 2011
Tobias Rothmund; Mario Gollwitzer; Christoph Klimmt
Two experimental studies were used to investigate how interacting with aggressive virtual characters in video games affects trust and cooperation of players. Study 1 demonstrates that experiencing virtual aggression from a victim’s perspective can impair players’ investments in a subsequent common goods dilemma situation. This effect is mediated by reduced expectations of trust in the cooperativeness of interaction partners. In Study 2 the same effect was replicated by using a different cooperation task and by investigating the moderating role of justice sensitivity from a victim’s perspective as a dispositional factor. Participants transferred less money to an unknown partner in a trust game after exposure to aggressive nonplayer characters in a video game. This effect was stronger for people high in victim sensitivity. Results of both studies can be interpreted in line with the sensitivity to mean intentions model and add to the body of research on violent media effects.
Playing Video Games: Motives, Responses, and Consequences | 2006
Tilo Hartmann; Christoph Klimmt
When communication researchers consider computer games (and video games) as a new form of media entertainment, they typically highlight those games’ interactivity because it is the main feature that distinguishes them from most other kinds of entertainment (Grodal, 2000; Vorderer, 2000). Not only do game players actively process information provided by the medium (as do viewers, readers, and users of other noninteractive media), but they also contribute substantially to the quality and progress of the media product itself. Their decisions and actions determine how a game looks, how it develops, and how it ends. Consequently, most theoretical work on the enjoyment of playing computer games has focused on the issue of interactivity and player action during game play (Klimmt, 2003, 2005). In order to handle modern entertainment software successfully, users must stay alert for most of the playing time and be able to respond quickly and appropriately to incoming new information. Some, if not many, of these responses may be automatized (Bargh, 1997) for efficient execution and conservation of cognitive processing resources. But, in general, the use of computer games should be modeled as a complex and multifaceted kind of action. Therefore, research on the psychology of action (e.g., Gollwitzer & Bargh, 1996; Heckhausen, 1977) offers theories and empirical findings that may help explain why people play and what they do during playing. Adopting the perspective of the psychology of action means searching for motifs (and motivations) of playing.
Communication Methods and Measures | 2011
Dorothée Hefner; Tobias Rothmund; Christoph Klimmt; Mario Gollwitzer
Although implicit measures are now widely used in different areas of psychology, they have received only little attention in communication science. This paper discusses the potential benefits of implicit measures such as the Implicit Association Test (IAT) for media effects research. We first address more general theoretical and methodological issues and introduce some practical challenges that come along with implicit methods. The paper concludes by recommending that implicit measures should be added to the communication methods toolkit, but that researchers should carefully decide whether (and which) implicit measures really make sense in a particular case of research.
Games and Culture | 2012
Christoph Klimmt; Christian Roth; Ivar Vermeulen; Peter Vorderer; Franziska S. Roth
Advances in gaming and other entertainment technologies are evolving rapidly and create new conceptual challenges for understanding and explaining the user experiences they can facilitate. The present article reports a prospective study on a particularly promising entertainment technology of the future: Interactive storytelling (IS). Integrating various streams of computing technology, such as advanced visualization, natural speech processing, and autonomous agents, IS systems are envisioned to offer new, personalized and thus unique kinds of entertainment to mass audiences of the future. The authors refer to existing models of media entertainment for a theoretical analysis and analyze expert interviews with members of the international IS development community to lay out the foundations for a forecast model of the entertainment experience of future IS systems. The resulting model organizes fundamental requirements, modes of users’ information processing, and specific types of (pleasant) experiences, which holds implications for (future) entertainment theory and research that accompanies further development of IS media.