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Dive into the research topics where Ron Tamborini is active.

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Featured researches published by Ron Tamborini.


New Media & Society | 2011

Mapping the road to fun: Natural video game controllers, presence, and game enjoyment

Paul Skalski; Ron Tamborini; Ashleigh K. Shelton; Michael Buncher; Pete Lindmark

This investigation examines how video game interactivity can affect presence and game enjoyment. Interactivity in the form of natural mapping has been advocated as a possible contributor to presence experiences, yet few studies to date have investigated this potential. The present work formulates a preliminary typology of natural mapping and addresses how several types of mapping impact the experience of a video game, with the expectation that more natural mapping leads to increased spatial presence affecting enjoyment. Two studies were conducted. In the first study, 48 participants played a golfing video game using one of two controller types (Nintendo Wiimote or gamepad). In the second, 78 participants played a driving video game using an even more natural controller (steering wheel) or one of three other controller types. Participants then completed measures of perceived naturalness, presence, and enjoyment. Results of both studies were generally consistent with expectations.


Archive | 2005

The role of presence in the experience of electronic games

Ron Tamborini; Paul Skalski

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 Research | 1987

Predictors of Horror Film Attendance and Appeal An Analysis of the Audience for Frightening Films

Ron Tamborini; James B. Stiff

A survey was conducted to determine the antecedents of the exposure to and appeal of horror films. Audience members leaving the theater after viewing Halloween II were interviewed using a questionnaire that contained measures of specific reasons for liking horror films as well as measures of several individual-difference variables. A model emerged from structural equation analysis indicating that three important factors in the appeal of horror films are (a) the audiences desire to experience the satisfying resolutions usually provided in these films, (b) the audiences desire to see the destruction often found in these films, and (c) the sensation-seeking personality traits of audience members for these films. In addition, age and gender were important predictors. Horror films were enjoyed more by males and by younger viewers.


Journal of Broadcasting & Electronic Media | 2003

Television Exposure and the Public's Perceptions of Physicians

Rebecca M. Chory-Assad; Ron Tamborini

Past fictional television has tended to portray doctors in an extremely positive manner, while more recent fictional programming appears to portray physicians less positively. Based on Pfau, Mullen, and Garrows (1995) suggestion that exposure to televisions newer medical shows may lead to more negative feelings toward doctors, the present study examined the relationship between exposure to these and other fictional and non- fictional genres and perceptions of physicians. Results indicate negative relationships between exposure to prime-time doctor shows and perceptions, supporting Pfau et al.s prediction. Exposure to television news magazines, network news, and talk shows also predicted perceptions of physicians.


Communication Research | 1990

Reacting to Graphic Horror A Model of Empathy and Emotional Behavior

Ron Tamborini; James B. Stiff; Carl Heidel

A study of viewer responses to film clips containing scenes of graphic horror was designed to evaluate the effect of empathy upon emotional reactions. Prior to viewing, subjects completed questionnaires measuring dimensions of empathy, including wandering imagination, fictional involvement, humanistic orientation, and emotional contagion. Several weeks later, subjects were exposed to movie clips containing graphic scenes of horror. During exposure, measures of skin temperature were obtained as an indicator of physiological response. Immediately following exposure, subjects filled out a questionnaire measuring emotional and behavioral responses. The data were subjected to path analysis in order to test a model relating dimensions of empathy to emotional and behavioral responses. The results indicate that empathy is a critical variable for consideration in research on emotional reactions to graphic horror.


Journal of Media Psychology | 2011

Moral Intuition and Media Entertainment

Ron Tamborini

This paper applies the social intuitionist perspective of moral foundations theory (MFT) to the study of media entertainment. It begins by introducing the MFT’s conception of morality as an intuitive evaluative response governed by the association of moral codes organized in five mental modules. These include harm/care (concerned with suffering and empathy); fairness (related to reciprocity and justice); loyalty (dealing with common good and punitiveness toward outsiders); authority (negotiating dominance hierarchies); and purity (concerned with sanctity and contamination). After discussing initial tests examining MFT’s application to narrative appeal, and its potential broad application to entertainment theory, a model of intuitive morality and exemplars (MIME) is presented. The model describes long-term and short-term processes of reciprocal influence between media and moral intuition. In the long-term, the model predicts that repeated exposure to module-related content will lead to an individual and cu...


Media Psychology | 2007

The Role of Social Presence in Interactive Agent-Based Persuasion

Paul Skalski; Ron Tamborini

This investigation examines the extent to which interactive social agent technology can influence social presence, information processing, and persuasion. Specifically, it looks at how interactive media using virtual agents can increase the sensation of social presence, or the extent to which a person feels “with” a mediated being. Using logic based on the Heuristic Systematic Model (HSM), social presence is posited to impact indicators of heuristic and systematic processing, leading to changes in attitude and intention toward a health issue. A 2 × 2 between subjects experiment was conducted (N = 125) with manipulations of interactivity (interactive or not) and source attractiveness (attractive or unattractive). Results of causal model tests suggest that interactive agents facilitate social presence leading to increased message processing, which in turn affects both attitude and behavioral intentions toward the issue of healthy blood pressure. Contrary to expectations, however, social presence with an unattractive source did not impede attitude and intentions. These findings are interpreted in light of presence, new media, and HSM scholarship.


Media Psychology | 2013

Facilitating Game Play: How Others Affect Performance at and Enjoyment of Video Games

Nicholas David Bowman; René Weber; Ron Tamborini; John L. Sherry

The current study implements the drive theory of social facilitation to explain the influence of audience presence in video game play. This integration is an important one for research aiming to understand the experience of video game play, as the social aspect of video game play is a relevant dimension of the technology often ignored in research on gaming experiences. The study finds a significant positive association between non-gaming cognitive abilities (such as hand–eye coordination and mental rotation ability) and performance at a first-person shooter. Data also support the social facilitation hypothesis: Game play in the presence of a physical audience significantly predicts increased game performance. Social facilitation effects are only found for low-challenge games where the drive-inducing capacity of task challenge is minimized. Resultant influences on game enjoyment are less clear.


Journal of Broadcasting & Electronic Media | 2001

Television doctors: An analysis of physicians in fictional and non-fictional television programs

Rebecca M. Chory-Assad; Ron Tamborini

Although fictional television traditionally has portrayed doctors positively, recent fictional programming appears to portray physicians in a less positive manner. It has also been suggested that these images may conflict with depictions of doctors found on non-fictional television. A content analysis conducted here indicates that televisions physician portrayals are less positive than they were in 1992, contemporary genres differ in their physician depictions, and televisions doctor portrayals do not differ according to sex or race.


Media Psychology | 2002

Internet search behaviors and mood alterations: A selective exposure approach

Dana Mastro; Matthew S. Eastin; Ron Tamborini

The present study has been designed in an attempt to replicate and expand the parameters of D. Zillmann and J. Bryants selective exposure approach to use of the Internet. In applying this theoretical framework to the Internet, it was expected that persons experiencing unpleasant levels of excitation would arrange their Internet environment in order to terminate their aversive states. Through experimentally manipulating levels of boredom and stress and subsequently recording Internet surfing patterns, it was found that although mood significantly predicted Internet hits, it was not associated with the hedonic valence of the site.

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Matthew Grizzard

State University of New York System

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Allison Eden

VU University Amsterdam

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Robert Joel Lewis

University of Texas at Austin

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Sujay Prabhu

Michigan State University

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Lindsay Hahn

Michigan State University

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René Weber

University of California

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Paul Skalski

Cleveland State University

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Clare Grall

Michigan State University

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Brian Klebig

Michigan State University

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