Realism Cues and Memory in Computer Games : Effects of Violence Cues on Arousal, Engagement, and Memory

폭력성게임 내에서의 사실적 묘사 방식이 사용자 각성(arousal)과 현존감(presence) 및 기억(memory)에 미치는 영향에 관한 연구

  • Jeong, Eui-Jun (Dept. of Telecommunication, Michigan State University) ;
  • Biocca, Frank A. (S.I. Newhouse School of Public Communications, Syracuse University, Dept. of Interaction Science, Sungkyunkwan University) ;
  • Kim, Min-Kyu (Dept. of Cultural Contents Studies, Ajou University)
  • 정의준 (미시건주립대 텔레커뮤니케이션학과) ;
  • 프랑크 비오카 (시라큐스대 커뮤니케이션학과, 성균관대 인터랙션사이언스학과) ;
  • 김민규 (아주대 문화콘텐츠학과)
  • Received : 2011.06.07
  • Accepted : 2011.07.07
  • Published : 2011.08.20


This study examined if realistic cues of violence - blood color (red), sound cues (screams of pain), and perspective (first-person) - influence user arousal, feeling of presence, and their memory for the game events and positions with personal experience of games. The relationship between arousal and presence was also analyzed with their effects on memory in a 3D modified shooter game (CounterStrike). Results indicated that both realism cues of violence increased the player's arousal regardless of the user's level of game experience, and the arousal had a significant relationship with engagement by affecting presence strongly. Especially, engagement (a sub-factor of presence) was stronger than other variables in explaining the memory effect, and it mediated the effect between arousal and memory. However, the first-person perspective did not show any significant effect on arousal, and had a negative effect on engagement.


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