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Dive into the research topics where Rory McGloin is active.

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Featured researches published by Rory McGloin.


Presence: Teleoperators & Virtual Environments | 2011

The impact of controller naturalness on spatial presence, gamer enjoyment, and perceived realism in a tennis simulation video game

Rory McGloin; Marina Krcmar

The introduction and popularity of the Nintendo Wii home console has brought attention to the natural mapping motion capturing controller. Using a sample that identified sports as their most frequently played video games, a mental models approach was used to test the impact that perceived controller naturalness (traditional controller vs. natural mapping motion capturing controller) had on perceptions of spatial presence, realism, and enjoyment. The results showed that perceived video game realism is a predictor of spatial presence and enjoyment. Furthermore, the results supported predictions that controller naturalness would influence perceived video game realism of graphics and sound. Future research should investigate whether or not these controllers lead to greater presence and enjoyment in different genres of games (e.g., first-person shooters). In addition, future research should consider whether or not these controllers have the ability to prime violent mental models.


Computers in Human Behavior | 2011

The effects of video game realism on attention, retention and aggressive outcomes

Marina Krcmar; Kirstie M. Farrar; Rory McGloin

This study used a between subjects, post-test only design to test the effects of video game realism (Doom 1 vs. Doom 3) and a control condition on attention, retention and aggressive outcomes. Overall, those who played Doom 3 perceived it as significantly more realistic than those who played Doom 1, thus providing validity for the manipulation. Next, those who played Doom 3 were significantly more attentive and experienced more presence than those who played Doom 1. Furthermore, playing either Doom game resulted in more aggression than playing no game and physically aggressive intentions were higher among those who played Doom 3 as compared to those who played Doom 1. Lastly, we tested for any possible interaction between realism and the attention and retention subfunctions on production and we found that, compared to the other players, those who experienced greater identification among those playing Doom 3 had higher verbal aggression. For physical aggression, those who played Doom 3 and experienced more attention and greater identification had higher aggression scores than those in the other conditions.


Media Psychology | 2013

Video games, immersion, and cognitive aggression: does the controller matter?

Rory McGloin; Kirstie M. Farrar; Marina Krcmar

The influence of video game realism and controller naturalness on aggression was examined with an experiment that manipulated game realism and controller naturalness. Perceived controller naturalness increased perceptions of realism of the game and led to greater immersion. The more realistic game was perceived as such and led to greater immersion. Ultimately, greater immersion led to more cognitive aggression. Results are discussed in terms of a mental models approach and the process of model matching.


Computers in Human Behavior | 2016

Modeling outcomes of violent video game play

Rory McGloin; Kirstie M. Farrar; Marina Krcmar; Suji Park; Joshua Fishlock

While much research on video games has focused on aggressive outcomes, the extant research has not come to consensus on the role of other factors, notably enjoyment, frustration and individual differences amongst players, in mediating the link between violent game play and aggression. This experimental design uses a mental models approach to examine game features (e.g., controller naturalness), player characteristics (e.g., first person shooter experience, sex, degree of competitiveness) and the game play experience (e.g., perceived game realism, immersion, game failure, frustration and enjoyment) to explain aggressive outcomes. Results from a revised path model suggest perceived realism, immersion, and experience with other first person shooters all positively predicted enjoyment while frustration negatively predicted game enjoyment. Frustration and enjoyment both predicted state aggression. The findings of this study support the application of mental models as a theoretical approach to unify thinking about violent games, contextual features of violent games, individual difference variables and differences in player perceptions and game experiences with regards to outcome aggression. Results are discussed in terms of the model matching hypothesis and implications for the comprehensive study of violent game play, including the importance of enjoyment and frustration, are also discussed. Study takes a comprehensive look at effects of violent video game play.Experimental design manipulated controllers for a first person shooter.Path model tested to examine predictors of enjoyment, frustration, aggression.Results indicated support for model matching hypothesis.Experience, competitiveness, and failure were significant predictors in model.


Computers in Human Behavior | 2016

The social implications of casual online gaming

Rory McGloin; Kyle S. Hull; John L. Christensen

The theory of bounded generalized reciprocity has recently been applied to the study of video games, particularly those that offer cooperative and competitive settings. Emphasizing casual online gameplay, this study investigates how individuals respond to manipulated performance feedback in either a competitive or cooperative game play setting. An interaction between competitive setting and performance feedback was detected on measures of interpersonal liking and perceived competence. Specifically, perceptions of partners and competitors were relatively favorable in the cooperation/success and competition/failure conditions, respectively. On the other hand, participants rated their partners and competitors less favorably during cooperative failure and competitive success, possibly reflecting a unique self-serving bias. The results also suggest that individuals in a cooperative setting experience greater enjoyment than those in a competitive setting. The effectiveness of the two manipulations in this study may also have important implications for the design of serious or educational games, which often have the goal of strategically motivating players in an attempt to promote desired outcomes. Online casual games are ubiquitous and influence socially comparative perceptions.Game performance and social setting are common and valuable gaming elements.Manipulated performance and setting interacted on other competence and liking.Users favored others during team-win/personal-loss versus team-loss/personal-win.Implications for gaming person-perception, enjoyment, and design are discussed.


Media Psychology | 2015

Appetitive and Defensive Arousal in Violent Video Games: Explaining Individual Differences in Attraction to and Effects of Video Games

Marina Krcmar; Kirstie M. Farrar; Gerard Jalette; Rory McGloin

Evidence surrounding the attraction to media violence is mixed and the effects of violent video game play on players varies across experimental participants. Differences in both may be explained by differences in experienced positive or negative arousal. This study utilizes the limited capacity model of motivated mediated message processing (LC4MP) and the motivation activation measure (MAM), which measures resting activation of the appetitive and aversive arousal systems, to explore the relationship between attraction to media violence, arousal, and aggression. In part 1, a questionnaire found that men and frequent players of violent games expected to enjoy violent games more than nonviolent games. In addition, participants whose scores on the MAM characterized them as risk takers (high scores on appetitive arousal and low scores on aversive arousal) indicated a stronger preference for violent games compared to the other three arousal types, which is in line with the LC4MP. In the experimental portion of the research, after playing a violent game, those participants characterized as risk avoidant (high on aversive arousal and low on appetitive arousal) were significantly less aggressive than all other arousal groups. Overall, results show that individual differences in the appetitive and aversive arousal systems can explain attraction to violent media. Furthermore, arousal resulting from violent video game play can be experienced as pleasant or aversive, and it is this experience of arousal that explains variations in aggressive responses to violent video games.


Mass Communication and Society | 2013

The Perception of Human Appearance in Video Games: Toward an Understanding of the Effects of Player Perceptions of Game Features

Kirstie M. Farrar; Marina Krcmar; Rory McGloin

In this posttest-only experimental design, participants played one of two versions of the video game Quake with either a human-looking target or a nonhuman-looking target. Dependent measures included perceived human appearance of the target, perceived violence in the game, immersive presence, physically and verbally aggressive intentions, and aggressive cognitions. Of specific interest was the relative effect of the manipulation compared to the effect of the players’ perceptions (humanness of the target, experienced immersive presence) on aggressive outcomes. We utilize schema theory to argue that game perceptions, including those of the manipulation, and other perceptual variables partially mediate the relationship between game features and aggressive outcomes. First, we found that the manipulation was successful and less human-looking targets were perceived as less human. In addition, the more experience someone had playing violent games, the less violent they perceived the stimulus game to be. Second, men were more physically aggressive than women. Third, the manipulation of humanness had no direct effects on aggression. Last, the more human players perceived the aggressive targets to be, the more verbally aggressive they were and the more violent words they generated. Thus, perceptions of the manipulation were more important than the experimental manipulation itself in predicting outcomes.


New Media & Society | 2018

Too hot to trust: Examining the relationship between attractiveness, trustworthiness, and desire to date in online dating

Rory McGloin; Amanda Denes

This study expands upon previous research by examining how the enhancement of a dating profile picture might influence perceptions of interpersonal trustworthiness and how this relationship might further influence the perceived attractiveness and desire to date the respective individual. Participants were exposed to one of four online dating profile conditions and were then asked to rate the attractiveness of the person in the profile, as well as their perceived trustworthiness. The results revealed that men in this study perceived a more attractive female profile picture as less trustworthy, while women found a male with a more attractive profile picture to be more trustworthy. An indirect effects model also revealed that perceived trustworthiness mediates the relationship between similarity and attractiveness, though these effects were not moderated by the picture manipulation itself. Finally, this study found that individuals have greater intentions to date individuals whose profile pictures are perceived as more attractive.


Journal of Computing in Higher Education | 2017

The Impact of Goal Achievement Orientation on Student Technology Usage in the Classroom.

Rory McGloin; Kara T. McGillicuddy; John L. Christensen

The aim of this study was to investigate whether students with differing goal achievement orientations were more likely to engage in on-task or off-task mobile device usage, as well as whether particular devices (specifically, laptops and smartphones) have a positive or negative relationship with specific task usage. The results of this study found the mastery approach goal achievement orientation to be negatively associated with off-task device usage, and the mastery avoidance goal achievement orientation to be positively associated with on-task usage behaviors. In addition, it was found that on-task behaviors were positively associated with laptop usage, while off-task behaviors were positively associated with smartphone usage. This study focused on student behavior in a higher education classroom, although the results may be applicable in any context in which users of personal electronic and internet-enabled devices are focused on specific learning objectives.


Communication Research Reports | 2016

Examining the Potential Gender Gap in Online Health Information-Seeking Behaviors Among Digital Natives

Rory McGloin; Keith Richards; Kimberly Embacher

This investigation focused on gender differences in young adults related to health consciousness and online health information seeking. Contrary to prior research, gender was not a significant predictor of either health consciousness or health information-seeking behavior. Furthermore, health consciousness was found to be a more influential predictor of online health information-seeking behaviors than gender.

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Gerard Jalette

University of Connecticut

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David Atkin

University of Connecticut

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James H. Watt

Rensselaer Polytechnic Institute

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