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Featured researches published by David Weibel.


computer games | 2011

Immersion in computer games: the role of spatial presence and flow

David Weibel; Bartholomäus Wissmath

A main reason to play computer games is the pleasure of being immersed in a mediated world. Spatial presence and flow are considered key concepts to explain such immersive experiences. However, little attention has been paid to the connection between the two concepts. Thus, we empirically examined the relationship between presence and flow in the context of a computer role-playing game (N = 70), a racing game (N = 120), and a jump and run game (N = 72). In all three studies, factor analysis revealed that presence and flow are distinct constructs, which do hardly share common variance. We conclude that presence refers to the sensation of being there in the mediated world, whereas flow rather refers to the sensation of being involved in the gaming action. Further analyses showed that flow and presence depend on motivation and immersive tendency. In addition, flow and presence enhanced performance as well as enjoyment.


Journal of Media Psychology | 2009

Dubbing or Subtitling

Bartholomäus Wissmath; David Weibel; Rudolf Groner

Dubbing and subtitling are the two most common methods of translating television broadcasts or movies. Both dubbing and subtitling may present specific advantages and disadvantages. In this study, the effects of these two methods on presence, transportation, flow, and enjoyment were investigated in an experimental approach. Participants (N = 154) watched a 30-min segment of a movie. Between-subject factors were translation method (dubbing without subtitles, dubbing with subtitles in a foreign language, and original language with subtitles) and genre (drama, comedy, and thriller). Findings indicate that subtitles in a foreign language decrease feelings of spatial presence, transportation, and flow. However, the difference between dubbing and subtitling failed to reach significance. No effect of translation method on enjoyment was found. The pattern of results is equal for all genres. Further analyses showed spatial presence, transportation, and flow to be related. In addition, transportation is more strong...


Journal of Media Psychology | 2010

How Socially Relevant Visual Characteristics of Avatars Influence Impression Formation

David Weibel; Daniel Stricker; Bartholomäus Wissmath; Fred W. Mast

Like in the real world, the first impression a person leaves in a computer-mediated environment depends on his or her online appearance. The present study manipulates an avatar’s pupil size, eyeblink frequency, and the viewing angle to investigate whether nonverbal visual characteristics are responsible for the impression made. We assessed how participants (N = 56) evaluate these avatars in terms of different attributes. The findings show that avatars with large pupils and slow eye blink frequency are perceived as more sociable and more attractive. Compared to avatars seen in full frontal view or from above, avatars seen from below were rated as most sociable, self-confident, and attractive. Moreover, avatars’ pupil size and eyeblink frequency escape the viewer’s conscious perception but still influence how people evaluate them. The findings have wide-ranging applied implications for avatar design.


Consciousness and Cognition | 2011

Being present in more than one place at a time? Patterns of mental self-localization

Bartholomäus Wissmath; David Weibel; Jan Schmutz; Fred W. Mast

Research in cognitive neuroscience and spatial presence suggests that human mental self-localization is tied to one place at a given point in time. In this study, we examined whether it is possible to feel localized at two distinct places at the same time. Participants (N=30) were exposed to a virtual rollercoaster and they continuously judged to what extent they felt present in the immediate environment and in the mediated environment, respectively. The results show that participants distributed their self-localization to both environments, and the two values added up to closely 100% over time. In addition, even though the judgments are highly idiosyncratic, they were almost perfectly inversely related. This indicates that individuals can distribute their self over two distinct places. These findings provide important insights about understanding of the human self-localization.


Interactive Learning Environments | 2012

The use of a virtual learning centre in the context of a university lecture: factors influencing satisfaction and performance

David Weibel; Daniel Stricker; Bartholomäus Wissmath

We provided a virtual learning tool to undergraduate psychology students (n = 72) and investigated how different variables influence the learning outcome in terms of performance in an exam and satisfaction with the e-learning tool. These variables were: perceived usefulness, perceived ease of use, attitude towards computers, attitude towards the learning subject and experiences of flow. The findings indicate that the attitudes towards computers and towards the learning subject as well as the perceived usefulness of the e-learning tool are predictors for learning success. These three variables influenced the outcome variables directly as well as indirectly via flow experiences and perceived ease of use. Thus, flow plays a crucial role and strongly influences satisfaction as well as performance. The results and their implications are discussed.


Cognition & Emotion | 2011

The role of cognitive appraisal in media-induced presence and emotions

David Weibel; Bartholomäus Wissmath; Fred W. Mast

In the present study, we applied Valins’ (1966) bogus bodily feedback paradigm to investigate the roles of cognitive appraisal (tele)presence, and emotion in the context of media usage. Participants (N=30) viewed short sequences of a TV show, whereby false heart rate feedback was provided. In line with Valins’ paradigm, the manipulation we used in this study included two levels: high vs. low false heart rate feedback. We assessed presence, enjoyment, and the real heart rate. Participants reported stronger experiences of presence and enjoyed the clips more when they wrongly believed that they had been aroused. Since bogus feedback increases the sensation of presence, the results indicate that presence—like emotions—can be influenced by cognitive appraisals. It is likely that the false heart rate feedback was attributed to the stimulus, which in turn enhanced the sensation of presence.


Presence: Teleoperators & Virtual Environments | 2015

Measuring spatial presence: Introducing and validating the pictorial presence sam

David Weibel; Jan B. Schmutz; Olivier Pahud; Bartholomäus Wissmath

The aim of the present study was to develop a pictorial presence scale using self-assessment-manikins (SAM). The instrument assesses presence sub-dimensions (self-location and possible actions) as well as presence determinants (attention allocation, spatial situation model, higher cognitive involvement, and suspension of disbelief). To qualitatively validate the scale, think-aloud protocols and interviews (n = 12) were conducted. The results reveal that the SAM items are quickly filled out as well as easily, intuitively, and unambiguously understood. Furthermore, the instruments validity and sensitivity was quantitatively examined in a two-factorial design (n = 317). Factors were medium (written story, audio book, video, and computer game) and distraction (non-distraction vs. distraction). Factor analyses reveal that the SAM presence dimensions and determinants closely correspond to those of the MEC Spatial Presence Questionnaire, which was used as a comparison measure. The findings of the qualitative and quantitative validation procedures show that the Pictorial Presence SAM successfully assesses spatial presence. In contrast to the verbal questionnaire data (MEC), the significant distraction–effect suggests that the new scale is even more sensitive. This points out that the scale can be a useful alternative to existing verbal presence self-report measures.


Journal of Personality Assessment | 2018

The Fantasy Questionnaire: A Measure to Assess Creative and Imaginative Fantasy

David Weibel; Corinna S. Martarelli; Diego Häberli; Fred W. Mast

ABSTRACT This article reports the construction and validation of a comprehensive self-report measure of fantasy. Unlike previous measures of fantasy, which focus on psychopathology, we conceive fantasy as a trait with positive connotation. Principal component analysis (N = 318) and confirmatory factor analyses (N = 345) were conducted using 2 sociodemographically diverse samples. The results provided support for a 2-factor conceptualization of the construct, with the dimensions imaginative fantasy and creative fantasy. Imaginative fantasy refers to vivid imagination and absorption in these images and daydreams. Creative fantasy refers to the activity of using fantasy to create new ideas. The trait measure showed good internal consistency, test–retest reliability, discriminant and convergent construct validity, as well as incremental validity. Moreover, in 3 behavioral studies, we put fantasy scores in relationship with behavioral data to provide further proof of validity. A comprehensive measure of fantasy can contribute to our understanding of individual differences in inner experiences, creative processes, and problem solving.


Computers in Human Behavior | 2008

Playing online games against computer- vs. human-controlled opponents

David Weibel; Bartholomäus Wissmath; Stephan Habegger; Yves Steiner; Rudolf Groner


Computers in Education | 2011

Efficient learning using a virtual learning environment in a university class

Daniel Stricker; David Weibel; Bartholomäus Wissmath

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