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      So scary, yet so fun: The role of self-efficacy in enjoyment of a virtual reality horror game

      , 1 , 2
      New Media & Society
      SAGE Publications

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          Abstract

          Enjoyment of frightening content is a paradoxical issue in communication research. Revising Zillmann’s model of suspense, we propose a three-factor model examining the audience appeal of horror content in a virtual reality (VR) survival horror game. In a laboratory study, participants played a VR horror game. The results show significant effects of the three-way interaction among horror self-efficacy, physiological arousal, and fear on enjoyment and future intentions to play similar games. Horror self-efficacy interacts with fear to affect enjoyment only among high-arousal participants. Among high-fear participants, higher horror self-efficacy leads to significantly greater enjoyment than lower horror self-efficacy. We measured enjoyment through self-reported ratings, future intentions to play similar games, and the behavioral choice of subsequent games to demonstrate the appeal of horror content. Horror self-efficacy in coping with mediated fright is the key to explaining the conditional positive association of fear and enjoyment in the gaming context.

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          Most cited references34

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          Self-Efficacy : The Exercise of Control

          1 Theoretical Perspectives The Nature of Human Agency Human Agency in Triadic Reciprocal Causation Determinism and the Exercise of Self-Influence Related Views of Personal Efficacy 2 The Nature and Structure of Self-Efficacy Perceived Self-Efficacy as a Generative Capability Active Producers versus Passive Foretellers of Performances The Self-Efficacy Approach to Personal Causation Multidimensionality of Self-Efficacy Belief Systems Self-Efficacy Causality Sources of Discordance Between Efficacy Judgment and Action 3 Sources of Self-Efficacy Enactive Mastery Experience Vicarious Experience Verbal Persuasion Physiological and Affective States Integration of Efficacy Information 4 Mediating Processes Cognitive Processes Motivational Processes Affective Processes Selection Processes 5 Developmental Analysis of Self-Efficacy Origins of a Sense of Personal Agency Familial Sources of Self-Efficacy Peers and the Broadening and Validation of Self-Efficacy School as an Agency for Cultivating Self-Efficacy Growth of Self-Efficacy through Transitional Experiences of Adolescence Self-Efficacy Concerns of Adulthood Reappraisals of Self-Efficacy with Advancing Age 6 Cognitive Functioning Students' Cognitive Self-Efficacy Teachers' Perceived Efficacy Collective School Efficacy 7 Health Functioning Biological Effects of Perceived Self-Efficacy Perceived Self-Efficacy in Health Promoting Behavior Prognostic Judgments and Perceived Self-Efficacy 8 Clinical Functioning Anxiety and Phobic Dysfunctions Depression Eating Disorders Alcohol and Drug Abuse 9 Athletic Functioning Development of Athletic Skills Self-Regulation of Athletic Performance Collective Team Efficacy Psychobiological Effects of Physical Exercise 10 Organizational Functioning Career Development and Pursuits Mastery of Occupational Roles Self-Efficacy in Organizational Decision Making Self-Efficacy in Enactment of Occupational Roles Collective Organizational Efficacy 11 Collective Efficacy Gauging Collective Efficacy Political Efficacy Enablement by Media Modes of Influence Enablement for Sociocultural Change Underminers of Collective Efficacy References Name and Subject Indexes.
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            A Social Cognitive Theory of Internet Uses and Gratifications: Toward a New Model of Media Attendance

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              Emotional category data on images from the International Affective Picture System.

              The International Affective Picture System (IAPS) is widely used in studies of emotion and has been characterized primarily along the dimensions of valence, arousal, and dominance. Even though research has shown that the IAPS is useful in the study of discrete emotions, the categorical structure of the IAPS has not been characterized thoroughly. The purpose of the present project was to collect descriptive emotional category data on subsets of the LAPS in an effort to identify images that elicit onediscrete emotion more than others. These data reveal multiple emotional categories for the images and indicate that this image set has great potential in the investigation of discrete emotions. This article makes these data available to researchers with such interests. Data for all the pictures are archived at www.psychonomic.org/archive/.
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                Author and article information

                Journal
                New Media & Society
                New Media & Society
                SAGE Publications
                1461-4448
                1461-7315
                September 2018
                December 05 2017
                September 2018
                : 20
                : 9
                : 3223-3242
                Affiliations
                [1 ]National Chengchi University, Taiwan
                [2 ]National Chiao Tung University, Taiwan
                Article
                10.1177/1461444817744850
                6478599e-5e6b-485f-ab02-11913a334f31
                © 2018

                http://journals.sagepub.com/page/policies/text-and-data-mining-license

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