References
- L. Bensley and J. van Eenwyk, "Video games and real-life aggression: Review of the literature", Journal of Adolescent Health, Vol. 29, pp. 244-257, 2001. https://doi.org/10.1016/S1054-139X(01)00239-7
- J. D. Ivory, and S. Kalyanaraman, "The effects of technological advancement and violent content in video games on players' feelings of presence, involvement, physiological arousal, and aggression", Journal of Communication, Vol. 57, pp. 532-555, 2007. https://doi.org/10.1111/j.1460-2466.2007.00356.x
- C. A. Anderson, and K. E. Dill, "Video games and aggressive thoughts, feelings, and behavior in the laboratory and in life", Journal of Personality and Social Psychology, Vol. 78, pp. 772-790, 2000. https://doi.org/10.1037/0022-3514.78.4.772
- G. Cassidy, and R. A. R. MacDonald, "The effect of background music and background noise on the task performance of introverts and extraverts", Psychology of Music, Vol. 35, No. 3, pp. 517-537, 2007. https://doi.org/10.1177/0305735607076444
- S. Wolfson, and G. Case, "The effects of sound and colour on responses to a computer game. Interacting with Computers", Vol. 13, pp. 183-192, 2000. https://doi.org/10.1016/S0953-5438(00)00037-0
- M. M. Bradley, and P. J. Lang, "Affective reactions to acoustic stimuli. Psychophysiology", Vol. 37, pp. 204-215, 2000. https://doi.org/10.1111/1469-8986.3720204
- C. A. Anderson, C. A. and B. J. Bushman, "Effects of violent games on aggressive behavior, aggressive cognition, aggressive affect, physiological arousal, and prosocial behavior: A meta-analytic review of the scientific literature. Psychological Science", Vol. 12, pp. 353-359, 2001. https://doi.org/10.1111/1467-9280.00366
- K. M. Farrar, M. Krcmar, M., and K. L. Nowak, "Contextual features of violent video games mental models, and aggression," Journal of Communication, Vol. 56, pp. 387-405, 2006. https://doi.org/10.1111/j.1460-2466.2006.00025.x
- W. J. Potter, K. Pashupati, R. G. Pekurny, E. Hoffman, and K. Davis, "Perceptions of television: A shema", Media Psychology, Vol. 4, pp. 27-50, 2002. https://doi.org/10.1207/S1532785XMEP0401_02
- B. Mikellides, "Colour and physiological arousal", The Journal of Architectural and Planning Research, Vol. 7, pp. 13-19, 1990.
- K. W. Jacobs, and J. F. Suess, "Effects of sour psychological primary colors on anxiety state. Perceptual and Motor Skills", Vol. 41, pp. 207-210, 1975. https://doi.org/10.2466/pms.1975.41.1.207
- G. D. Wilson, "Arousal properties of red versus green", Perceptual and Motor Skills, Vol. 23, pp. 942-949, 1966.
- G. M. Stark, D. M. Saunders, and P. E. Wookey, "Differential effects of red and blue colored lighting on gambling behavior", Current Psychology Research, Vol. 2, pp. 95-100, 1982.
- F. Biocca, "The Cyborg's Dilemma: Progressive Embodiment in Virtual Environments" Journal of Computer-Mediated Communication, Vol. 3, No. 2. 1997.
- M. Lombard, and T. Ditton, "At the heart of it all: The concept of presence", Journal of Computer-Mediated Communication, Vol. 3, No. 2. 1997.
- R. Tamborini, M. S. Eastin, P. Skalski, K., Lachlan, T. A. Fediuk, and R. Brady. "Violent virtual video games and hostile thoughts", m Journal of Broadcasting & Electronic Media, Vol. 48, pp. 335-357. 2004.
- E. F. Schneider, A. Lang, M. Shin, and S. D. Bradley, "Death with a story: How story impacts emotional, motivational, and physiological responses to a first-person shooter video game", Human Communication Research, Vol. 30, pp. 361-375, 2004.
- C. Heeter, "Communication research on consumer virtual reality", In F. A. L. Biocca, M. R. (Ed.), Communication in the age of virtual reality (pp. 191-218). Hillsdale, NJ:Lawrence Erlbaum Associates, 1995.
- D. Grigorovici, "Persuasive effects of presence in immersive virtual environments," In G. Riva, Davide, F., IJssel -steijn, W. A. (Ed.), Being there: Concepts, effects and measurement of user presence in synthetic environments (pp. 195-207). Amsterdan, The Netherlands :IosPress, 2003.
- N. Ravaja, T. Saari, M. Turpeinen, J. Laarni, M. Salminen, and M. Kivikangas, "Spatial presence and emotions during video game playing: Does it matter with whom you play?" Presence, Vo. 15, No. 4, pp. 381-392, 2006. https://doi.org/10.1162/pres.15.4.381
- E. A. Kensinger, and D. L. Schacter, "Reality monitoring and memory distortion: Effects of negative, arousing content", Memory & Cognition, Vol. 34, No. 2, pp. 251-260, 2006. https://doi.org/10.3758/BF03193403
- V. Maljkovic, and P. Martini, "Short-term memory for scenes with affective content", Journal of Vision, Vol. 5, pp. 215-229, 2005.
- K. N. Ochsner, "Are affective events richly "remembered" or simply familiar? The experience and process of recognizing feelings past", Journal of Experimental Psychopasy: Learning, Memory, & Cognition, Vol. 27, pp. 328-338, 2000.
- M. M. Bradley, M. K. Greenwald, M. Petry, P. J. Lang, "Remembering pictures: Pleasure and arousal in memory", Journal of Experimental Psychology: Learning, Memory, & Cognition, Vol. 18, pp. 379-390, 1992. https://doi.org/10.1037/0278-7393.18.2.379
- J. Lessiter, J. Freeman, E. Keogh, and J. Davidoff, "A cross-media presence questionnaire: The itc-sense of presence inven tory", Presence, Vol. 10, No. 3, pp. 282-297, 2007.
- C. A. Anderson, W. E. Deuser, W. E., and K. M. DeNeve,. "Hot temperatures, hostile affect, hostile cognition, and arousal: Tests of a general model of affective aggression", Personality and Social Psychology Bulletin, Vol. 21, No. 5, pp. 434-448, 1995. https://doi.org/10.1177/0146167295215002
- E. A. Kensinger, and S. Corkin, "Memory enhancement for emotional words: Are emotional words more vividly remembered than neutral words?" Memory & Cognition, Vol. 31, pp. 1169-1180, 2003. https://doi.org/10.3758/BF03195800
- K. M. Lee, and C. Nass, "The multiple source effect and synthesized speech: Doubly disembodied language as a conceptual framework", Human Communication Research, Vol. 30, pp. 182-207, 2004.
- K. M. Lee, E. J. Jeong, N. Park, and S. Ryu (2011), "Effects of Interactivity in Educational Games: A Mediating Role of Social Presence on Learning Outcomes," International Journal of Human-Computer Interaction, Vol. 27, No. 7, 620-633, 2011. https://doi.org/10.1080/10447318.2011.555302
- M. Slater, and M. Usoh, "Body centered interaction in immersive virtual environments", In N. M. Thalmann, & Thalmann, D. (Ed.), Artificial life and virtual reality (pp.125-147). Chichester, UK: John Wiley and Sons, 1994.