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Dive into the research topics where Niklas Ravaja is active.

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Featured researches published by Niklas Ravaja.


Media Psychology | 2007

A Process Model of the Formation of Spatial Presence Experiences

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.


Media Psychology | 2004

Contributions of Psychophysiology to Media Research: Review and Recommendations.

Niklas Ravaja

Despite the increasing use of psychophysiological measures in various research areas, there is a relative paucity of studies on communication, media, and media interfaces that have taken advantage of this approach. This article provides an overview of the use of psychophysiological measures of attention and emotion in media research with the focus on 3 most commonly used measures: heart rate, facial electromyography, and electrodermal activity. Selected media studies that have used psychophysiological methods to test theory-based predictions regarding the role of attentional and emotional factors in message processing are critically reviewed. The article also highlights some methodological and other issues critical for the successful application of psychophysiological methods to problems in media research. In particular, respiratory sinus arrhythmia (RSA), a selective index of parasympathetic nervous system activity, is introduced as a measure that holds particular promise for media research, given that RSA is highly sensitive to changes in attention.


Presence: Teleoperators & Virtual Environments | 2006

Spatial Presence and Emotions during Video Game Playing: Does It Matter with Whom You Play?

Niklas Ravaja; Timo Saari; Marko Turpeinen; Jari Laarni; Mikko Salminen; J. Matias Kivikangas

The authors examined whether the nature of the opponent (computer, friend, or stranger) influences spatial presence, emotional responses, and threat and challenge appraisals when playing video games. In a within-subjects design, participants played two different video games against a computer, a friend, and a stranger. In addition to self-report ratings, cardiac interbeat intervals (IBIs) and facial electromyography (EMG) were measured to index physiological arousal and emotional valence. When compared to playing against a computer, playing against another human elicited higher spatial presence, engagement, anticipated threat, post-game challenge appraisals, and physiological arousal, as well as more positively valenced emotional responses. In addition, playing against a friend elicited greater spatial presence, engagement, and self-reported and physiological arousal, as well as more positively valenced facial EMG responses, compared to playing against a stranger. The nature of the opponent influences spatial presence when playing video games, possibly through the mediating influence on arousal and attentional processes.


Media Psychology | 2006

Phasic Emotional Reactions to Video Game Events: A Psychophysiological Investigation

Niklas Ravaja; Timo Saari; Mikko Salminen; Jari Laarni; Kari Kallinen

We examined emotional valence- and arousal-related phasic psychophysiological responses to different video game events among 36 young adults who played Super Monkey Ball 2 (Sega Corporation, Tokyo, Japan). Event-related changes in zygomaticus major, corrugator supercilii, and orbicularis oculi electromyographic activity, skin conductance level, and cardiac interbeat intervals were recorded. Instantaneous game events elicited reliable psychophysiological responses indexing valence and arousal. A largely linear, positive dose-response relationship between rewards obtained in the game and phasic increases in arousal was revealed. The valence of the emotional response varied as a function of the players active participation (active coping). In addition, not only positive events, but also some putatively negative events elicited positively valenced arousal. The findings extend our understanding of the phasic changes in the emotional state during video games and a dynamic flow of events and action and may have several applied implications (e.g., for game design).


nordic conference on human-computer interaction | 2004

Emotional response patterns and sense of presence during video games: potential criterion variables for game design

Niklas Ravaja; Mikko Salminen; Jussi Holopainen; Timo Saari; Jari Laarni; Aki Järvinen

We investigated the emotional response patterns and sense of presence elicited by video games with different characteristics (i.e., Tetris, Super Monkey Ball 2, Monkey Bowling 2, and James Bond 007: NightFire) among 37 undergraduates. We also examined the moderating influence of the sensation seeking and self-forgetfulness traits on the responses. Participants self-reported their emotional responses, defined in terms of joy, pleasant relaxation, anger, fear, and depressed feeling, and sense of presence. The results showed that games with different characteristics elicit differential emotional response patterns, and the engagement elicited by the games varies as a function of the Sensation Seeking trait of the player. Measuring emotional response patterns may have practical implications for game design, given that they give information on the game characteristics that maximize entertainment and pleasure, and may potentially be used in pre-testing different versions of the games.


Personality and Individual Differences | 2003

BIS/BAS sensitivity and self-rated affects during experimentally induced stress

Tarja Heponiemi; Liisa Keltikangas-Järvinen; Sampsa Puttonen; Niklas Ravaja

Abstract Sensitivities of behavioral inhibition and behavioral approach as related to dispositions to experience emotions in laboratory induced stress were examined among 95 randomly selected 21–36-year-old healthy men ( n =49) and women ( n =46). Gray‘s temperament theory was used to define behavioral inhibition (BIS) and behavioral approach (BAS) with Carver and White’s BIS/BAS scales. The circumplex model of affect was used to structure the self-reported affects. Stressors used were the aversive startle task, the appetitive mental arithmetic task, and the aversive choice-deadline reaction time task. The main finding was that BAS sensitivity was generally associated with pleasant affects with an especially great increase of Activated Pleasant Affect during the appetitive task. BIS sensitivity was, on the other hand, associated with unpleasant affects with a great increase of Activated Unpleasant Affect during aversive tasks. A conclusion was that BIS sensitivity could predispose a person to emotional distress in stressful situations and, probably, to a higher stress vulnerability with its somatic endpoints.


Musicae Scientiae | 2006

Emotion perceived and emotion felt: Same and different

Kari Kallinen; Niklas Ravaja

Abstract The goal of the present study was to examine the relationships and differences between emotion perceived (i.e., the emotional quality expressed by music) and emotion felt (i.e., the individuals emotional response to music). Thirty-two participants listened to 12 music pieces differing in terms of a priori basic emotional quality, and rated the music from two points of view (i.e., emotion felt and emotion perceived) using 16 adjectives from dimensional models of emotion. As expected, in general, music seemed to arouse emotions similar to the emotional quality perceived in music. However, the affect ratings were significantly moderated by the point of view from which the emotions were assessed. Felt emotions were stronger than perceived emotions in connection with pleasure, but weaker in connection with arousal, positive activation, and negative activation. As also expected, negative perceived quality in music elicited less or an opposite felt emotion. That is, fearful music was perceived as negative but felt as positive.


human factors in computing systems | 2010

The influence of implicit and explicit biofeedback in first-person shooter games

Kai Kuikkaniemi; Toni Laitinen; Marko Turpeinen; Timo Saari; Ilkka Kosunen; Niklas Ravaja

To understand how implicit and explicit biofeedback work in games, we developed a first-person shooter (FPS) game to experiment with different biofeedback techniques. While this area has seen plenty of discussion, there is little rigorous experimentation addressing how biofeedback can enhance human-computer interaction. In our two-part study, (N=36) subjects first played eight different game stages with two implicit biofeedback conditions, with two simulation-based comparison and repetition rounds, then repeated the two biofeedback stages when given explicit information on the biofeedback. The biofeedback conditions were respiration and skin-conductance (EDA) adaptations. Adaptation targets were four balanced player avatar attributes. We collected data with psycho¬physiological measures (electromyography, respiration, and EDA), a game experience questionnaire, and game-play measures. According to our experiment, implicit biofeedback does not produce significant effects in player experience in an FPS game. In the explicit biofeedback conditions, players were more immersed and positively affected, and they were able to manipulate the game play with the biosignal interface. We recommend exploring the possibilities of using explicit biofeedback interaction in commercial games.


Psychophysiology | 2003

BIS–BAS sensitivity and cardiac autonomic stress profiles

Tarja Heponiemi; Liisa Keltikangas-Järvinen; Joni Kettunen; Sampsa Puttonen; Niklas Ravaja

This study examined the relationship of sensitivities of Grays behavioral inhibition system (BIS) and behavioral approach system (BAS) to cardiac autonomic stress responses during laboratory tasks among 65 healthy men (n=34) and women (n=31) aged 22-37 years. Carver and Whites BIS-BAS scales were used to measure BIS and BAS sensitivities. We measured heart rate (HR), respiratory sinus arrhythmia, and preejection period during mental arithmetic, a reaction time task, and a speech task. Results revealed that BAS sensitivity was related to HR reactivity and parasympathetic withdrawal during the tasks, but was unrelated to baseline levels. BIS sensitivity was unrelated to both reactivity and baseline levels of all measures. Overall, our results suggest that the relationship of the BAS with cardiac reactivity seems to be mediated by the parasympathetic nervous system.


Arteriosclerosis, Thrombosis, and Vascular Biology | 1999

Identifying Cloninger’s Temperament Profiles as Related to the Early Development of the Metabolic Cardiovascular Syndrome in Young Men

Liisa Keltikangas-Järvinen; Niklas Ravaja; Jorma Viikari

Our aim in this study was to (1) identify naturally occurring temperament profiles in young adulthood by using Cloningers temperament dimensions and (2) examine the relationship of these profiles with the coronary heart disease (CHD) risk factors of the metabolic cardiovascular syndrome (insulin resistance syndrome, IRS) measured during adolescence and young adulthood. A randomly selected sample of 190 healthy, young adult men was divided into 4 temperament groups by cluster analysis. Physiological parameters studied were serum insulin, high density lipoprotein cholesterol, triglycerides, systolic blood pressure, body-mass index, subscapular skinfold thickness, and the IRS factor. The results showed that a temperament profile characterized by a high level of persistence and reward dependence, an average level of novelty seeking, and a low level of harm avoidance was related to a high level of physiological CHD risk factors; in 3 study phases over a 6-year period, the subjects belonging to that cluster in adulthood were shown to have always belonged to the highest risk group in terms of the physiological risk factors in adolescence and young adulthood. The findings suggest that the temperament profile in question may predispose an individual to the development of the IRS and CHD.

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Jari Laarni

VTT Technical Research Centre of Finland

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Marko Turpeinen

Helsinki Institute for Information Technology

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