Page 1
Anthony Limperos
University of Kentucky
T. Franklin Waddell
Pennsylvania State University
Adrienne Holz Ivory
James D. Ivory*
Virginia Tech
Psychological and PhysiologicalResponses to Stereoscopic 3DPresentation in Handheld DigitalGaming: Comparing theExperiences of Frequent andInfrequent Game Players
Abstract
Recent advances in commercial gaming technology include stereoscopic 3D presenta-
tion. This experiment employed a mixed factorial design to explore the effects of game
display format (2D; 3D), frequency of game play (weekly; non-weekly), and participant
gender (male; female) on feelings of presence and arousal among participants playing a
handheld racing video game. Responses to display format were moderated by fre-
quency of game play, with stereoscopic 3D presentation eliciting reduced presence
and increased arousal among weekly game players, but the reverse pattern among
non-weekly game players. Theoretical and practical implications of the moderating role
of game play frequency in effects of 3D presentation are discussed.
1 Introduction
The meteoric rise of commercial video games as a primary form of entertain-
ment and as a topic of scholarly research has been a trend for decades. Gener-
ally, most video game research has focused on understanding the outcome of
playing games, but there has been a recent shift toward understanding how spe-
cific game features impact the gaming experience (Lee, Peng, & Park, 2009).
A look at the brief history of commercial video games reveals that while conven-
tions and genres of games haven’t changed much since the days of Atari and
Magnavox Odyssey, the graphics and methods used to control games have
changed considerably (Kent, 2001). While the introduction of motion controls
has been labeled as a defining characteristic of 7th-generation consoles (Lim-
peros, Downs, Ivory, & Bowman, 2013), this new era of consoles has also
brought about the use and reintroduction of the stereoscopic three-dimensional
(3D) image format in gaming.
Stereoscopic 3D presents different image content to each of a viewer’s eyes to
create the illusion of visual depth (Bowman & McMahan, 2007). This technol-
ogy has existed for more than a century and has been widely used in screen
media for decades. Even though stereoscopic 3D has been around for many
years, it has been promoted quite heavily for home use recently. Despite the factPresence, Vol. 23, No. 4, Fall 2014, 341–353
doi:10.1162/PRES_a_00204
ª 2015 by the Massachusetts Institute of Technology *Correspondence to [email protected] .
Limperos et al. 341
Page 2
that stereoscopic 3D presentation in video games has
been available since the early 1980s, the ‘‘big three’’
game companies (Nintendo, Sony, and Microsoft) have
only recently tried to promote widespread usage of this
image format in commercial gaming. This movement to-
ward 3D in the gaming industry has been met with
mixed feelings amongst gamers and industry insiders.
Even though many believe that 3D games are novel and
fun, a recent survey of more than 1000 regular game
players indicated that more than half (51%) did not favor
the 3D movement, and nearly a quarter (22%) felt that
the technology would hinder the game playing experi-
ence (Morris, 2011). The results of this survey and other
popular press reports indicate that not everyone is
enthused by the idea of 3D in video games. Even though
game companies have not made 3D the primary focus of
new gaming devices, they are certainly not abandoning
the idea (Orland, 2012).
Given the fact that personal gaming devices that uti-
lize stereoscopic 3D are relatively new and their usage
has not yet reached critical mass, we devised a study to
gain a better understanding of how differences between
2D and 3D formats impact the overall gaming experi-
ence, specifically in terms of presence and arousal
responses. This study employs a direct experimental test
of how the difference in image format (2D or 3D)
impacts both psychological and physiological responses
to the game-playing experience. Furthermore, this study
investigates whether the frequency of game play (experi-
enced versus inexperienced players) and gender (male;
female) moderate responses to playing 2D and 3D ver-
sions of the same game.
2 Literature Review
2.1 Responses to Technological
Advances in Video Games
Researchers generally agree that understanding the
influence of technological advancement, especially with
regard to digital technologies and video games, is
increasingly important for discerning the effects and
experiences that people have with these types of media
(Ivory & Kalyanaraman, 2007; Lee et al., 2009; Lim-
peros, Schmierbach, Kegerise, & Dardis, 2011; Sundar,
2007, 2008). From a media–effects perspective, video
games’ technological features can be viewed as a collec-
tion of technological affordances. Sundar (2007) concep-
tualizes technological affordances as perceptual or actual
properties of a medium that describe or suggest how we
are to interact with that particular medium. Sundar
(2008) finds that the four main classes of affordances—
modality, agency, interactivity, and navigability—impact
our perceptions, experiences, and responses to different
types of media. With regard to video games, an afford-
ance is essentially anything that mediates the interaction
with the environment and the user. The graphics associ-
ated with games (regardless of whether they are 2D or
3D) are essentially a visual modality feature, which has
the potential to impact the game-playing experience.
The stereoscopic 3D technology that is widely avail-
able for use on many home gaming systems serves rela-
tively no practical purpose except for enhancing the
game-playing experience. People who play games on
advanced 3D systems aren’t typically afforded any dis-
tinct advantages over those who play on 2D systems.
Schild, LaViola, and Masuch (2012) found that players
reported greater spatial reasoning/presence, intensity,
immersion, and realism when playing 3D games as com-
pared to games presented in a traditional monoscopic
2D manner. Even though 3D does not provide a com-
petitive advantage, it can serve to enhance presence and
the overall playing experience (Rajae-Joordens, 2008).
As a result, it is important to better understand how ster-
eoscopic 3D enhances the game-playing experience and
whether these enhanced experiences are universally
favorable for both frequent and infrequent game players.
2.2 Stereoscopic 3D Game Interfaces
and Feelings of Presence
2.2.1 Effects of other technological video
game advances on presence. Research that has
sought to understand the effects of playing video games
has often focused on the role played by ‘‘presence’’ in
bolstering a sense of connection and immersion with
games (Tamborini & Bowman, 2010; Tamborini &
Skalski, 2006). Although there are many different con-
ceptualizations of presence, the term generally refers to
342 PRESENCE: VOLUME 23, NUMBER 4
Page 3
the ability of a mediated interface to facilitate a feeling of
nonmediation between the user and that particular inter-
face (Lee, 2004; Lombard & Ditton, 1997). Essentially,
presence describes a game player or media user’s feeling
that his or her interaction with the media is real or causes
a heightened sense of realism.
Research on video games has consistently shown link-
ages between technological affordances (e.g., agency,
interactivity, and modality) and increased feelings of
presence, which in turn have an impact on various cogni-
tive, behavioral, and affective outcomes. For example,
Ivory and Kalyanaraman (2007) found that a newer
(more graphically enhanced) version of a video game cre-
ated greater feelings of presence than an older version of
a similar game. Research has also shown that game-like
content displayed via immersive VR or IVE technology
is more presence-inducing than content that is experi-
enced on less advanced technology (Meehan, Razzaque,
Whitton, & Brooks, 2003; Persky & Blascovich, 2008).
Collectively, these studies suggest that more graphically
enhanced gaming interfaces are inherently more pres-
ence-inducing than systems that are not as advanced.
2.2.2 Prior game play as a potential
moderator of responses to stereoscopic 3D. While
some might expect that the modality of 3D should
enhance users’ feelings of presence, it is also possible to
predict that these differences may vary according to the
prior game play experience. In other words, responses to
3D interfaces are not necessarily uniform, but may be
moderated by their levels of familiarity with the medium.
Just as the media-effects tradition has recently empha-
sized the important effect of antecedent variables on
media use (Oliver & Krakowiak, 2009), research from
the domain of human–computer interaction has also rec-
ognized the importance of individual-level differences,
specifically differentiating between novice and expert
users (Chen & Macredie, 2006; Jenkins, Corritore, &
Wiedenbeck, 2003). In terms of multimodal interfaces,
novices are generally expected to experience greater diffi-
culty with multimodal devices due to a lack of previous
use, leading to issues such as difficulty and disorientation
that hinder enjoyment. By comparison, expert users are
generally capable of avoiding disorientation due to their
extensive prior use of technology and a greater motiva-
tion to understand and master the affordances that new
technologies provide (Chen & Macredie, 2006; Mar-
athe, Sundar, Bijvank, van Vugt, & Veldhuis, 2007).
Based on these distinctions, it might be expected that
games presented in stereoscopic 3D would be more
appealing to more experienced expert players, or ‘‘power
users,’’ who are capable of utilizing the full range of ben-
efits offered by this image format as an enhancement of
the games’ other dimensions and features; while inexper-
ienced or novice players would be expected to find the
use of multimodal devices less appealing as another fea-
ture added to an already unfamiliar range of interface ele-
ments. However, despite the notion that the novelty of
any technological innovation is often enough to bring
about its widespread usage and acceptance (Venkatesh &
Davis, 2000), some evidence suggests that seasoned
gamers have mixed feelings about the relative impor-
tance of 3D or the likelihood that they would engage
with these types of games (Morris, 2011). Similarly, the
diffusion of innovation literature suggests that the deci-
sions to accept or reject any technology come down to
whether or not the new technology has distinct advan-
tages over the previous technology (Rogers, 1995).
Given this paradox, it is possible to alternatively expect
that stereoscopic 3D may serve no functional purpose
other than to enhance the game play experience, and
more experienced game players may consequently view
3D as an obstacle that hinders immersion and enhances
difficulty (Ravaja, Saliminen, Holopainen, Saari, Laarni,
& Jarvinen, 2004). This is consistent with the ‘‘bells and
whistles’’ heuristic proposed in the MAIN model
(Sundar, 2008), which predicts that newer modalities
may be perceived by some users as ‘‘all flash and no sub-
stance’’ (Sundar, 2008, p. 28). Along the same reason-
ing, 3D may be more appealing to less experienced users
due to the ‘‘coolness’’ heuristic, which Sundar (2008)
explains is a positive feeling generally elicited by the nov-
elty associated with recent advancements in modality.
Although expertise is not solely defined as total expo-
sure to a medium (Sundar & Marathe, 2012), more fre-
quent use of technology is a necessary prerequisite for
mastering new technologies. Most video game users’ ex-
pertise is not formally assessed, and as the medium
Limperos et al. 343
Page 4
evolves rapidly, users’ experience in the past may be a
poor predictor of current video game ability, so video
game players’ frequency of play may serve as the most
meaningful marker of general game expertise. Taken to-
gether, then, the conflicting body of literature on expert
and novice users’ responses to interfaces suggests that
individuals’ frequency of video game play should moder-
ate the effects of the stereoscopic 3D format on feelings
of presence. However, it is less clear whether frequent or
infrequent game players are more likely to enjoy their
interaction with the added feature of 3D modality, given
the conflicting predictions of alternative theoretical pre-
dictions related to disorientation (Jenkins et al., 2003)
and novelty (Sundar, 2008). Thus, while there is reason
to believe that frequent and infrequent game players may
respond to 3D game interfaces differently, it is less clear
whether this level of experience with games will create a
more immersive and presence-inducing gaming experi-
ence with a 3D interface than with a 2D interface. As a
result, the following competing hypotheses are proposed:
H1a: Frequent players will experience greater presence
during 3D game play than during 2D game play,
while infrequent players will experience greater
presence during 2D game play than during 3D
game play.
H1b: Infrequent players will experience greater pres-
ence during 3D game play than during 2D game
play, while frequent players will experience greater
presence during 2D game play than during 3D
game play.
2.3 Stereoscopic 3D Game Interfaces
and Arousal
2.3.1 Effects of other technological video
game advances on arousal. Another way of gauging
how people engage with and respond to 2D and 3D
games is by assessing levels of arousal. In fact, measuring
physiological arousal (in addition to self-reported meas-
ures of presence) in response to media formats has
become common practice in research that focuses on
responses to VR, IVE, and 3D technologies (Meehan
et al., 2003; Phillips, Interrante, Kaeding, Ries, &
Anderson 2012; Slater et al., 2006; Wiederhold et al.,
2003). Physiological arousal, which is effectively an
increase in sympathetic nervous system activity that can
be tied to a number of moods and states, can vary in
responses to media stimuli for a number of different rea-
sons (Rajava, 2004). In the context of gaming research,
some studies have shown that intense engagement with
an exciting game experience can be associated with
increased psychophysiological arousal (e.g., Ivory &
Kalyanaraman, 2007; Schneider, Lang, Shin, & Bradley,
2004). However, this excitement may not always be of a
pleasant nature; physiological arousal has also been
implicated as a marker of increased frustration with some
gaming experiences (see Adachi & Willoughby, 2011).
Stereoscopic 3D imaging is similar to immersive vir-
tual technology. Although virtual immersive technology
allows a game player to be engulfed in or feel as if they
are actually present in a virtual world, 3D mimics this by
creating an illusion of visual depth for the game player.
Research has consistently shown that games played with
advanced immersive virtual technologies can induce
more arousal than games that are played without these
capabilities (Persky & Blascovich, 2007, 2008; Schild
et al., 2012; Tamborini, Eastin, Skalski, Lachlan, Fediuk,
& Brady, 2004). However, research on arousal and pres-
ence responses to IVEs has yielded mixed results, with
some studies showing a link between reduced arousal
and heightened feelings of immersion and presence, and
others finding that high arousal is linked to heightened
feelings of presence (Meehan et al., 2002, 2003; Slater
et al., 2006; Wiederhold et al., 2003). Given that 3D as
a modality is designed to induce a similarly advanced
immersive experience, it might be expected that the use
of such interfaces should induce similarly heightened lev-
els of arousal—however, responses may be dependent
upon previous experience.
2.3.2 Prior experience as a potential
moderator of responses to stereoscopic 3D. As with
presence, though, there is reason to believe that effects of
stereoscopic 3D presentation on physiological arousal are
not uniform, but rather moderated by familiarity with the
medium. Again, research focused on responses to video
games’ technological dimensions has tended to find that
exciting experiences with video games also tend to be
344 PRESENCE: VOLUME 23, NUMBER 4
Page 5
associated with greater levels of physiological arousal dur-
ing the game experience (Ivory & Kalyanaraman, 2007;
Persky & Blascovich, 2007, 2008; Schneider et al., 2004;
Tamborini et al., 2004). Therefore, the same rationale for
the prediction that prior game play experience moderates
effects of 3D game interfaces on feelings of presence also
serves as a rationale for the prediction that prior game
play experience similarly moderates effects of stereoscopic
3D interfaces on physiological arousal.
Again, though, the literature is less clear regarding
how prior experience might moderate effects of stereo-
scopy on arousal. On the one hand, frequent players may
be familiar enough with game interfaces to effectively
absorb the 3D presentation as a new feature enhancing
their game experience, while infrequent players may find
that 3D presentation does not enhance excitement from
a game experience that is already crowded with unfami-
liar dimensions and affordances (Chen & Macredie,
2006; Marathe et al., 2007). On the other hand, fre-
quent players may find that the stereoscopic 3D presen-
tation is a superfluous ‘‘bells and whistles’’ feature dis-
tracting from the excitement of the game experience
(Ravaja et al., 2004; Sundar, 2008), while infrequent
players may be excited by the novel ‘‘coolness’’ of the
novel 3D presentation feature. Therefore, we propose
competing hypotheses regarding how player experience
moderates effects of 3D game presentation on arousal, as
with our earlier hypotheses for effects on presence:
H2a: Frequent players will experience greater physio-
logical arousal during 3D game play than during
2D game play, while infrequent players will experi-
ence greater physiological arousal during 2D game
play than during 3D game play.
H2b: Infrequent players will experience greater physi-
ological arousal during 3D game play than during
2D game play, while frequent players will experi-
ence greater physiological arousal during 2D game
play than during 3D game play.
2.4 Stereoscopic 3D Game Interfaces
and User Gender
While video games are a popular pastime for both
men and women, research has observed consistent differ-
ences found in video game play frequency and preferen-
ces between men and women (e.g., Lucas & Sherry,
2004). Much attention has been paid to an increased
digital divide between gender and the use of video games
and related forms of new communication technologies,
with a large body of evidence generally suggesting that
men are more frequent users of games than women
(Cooper, 2006; Jackson, Zhao, Kolenic, Fitzgerald, Har-
old, & Von Eye, 2008; Terlecki & Newcombe, 2005).
Applied to user expertise, men may be more likely than
women to be experienced players of video games because
of their more frequent use. Even though this is the case, a
recent study by Schild et al. (2012) comparing various 2D
and 3D video games found mixed results in terms of
arousal, and effects on arousal were moderated by partici-
pant gender. This study, along with an array of other
investigations, indicates that the role of gender in
responses to video game features is not clear; while some
effects of video games appear to be moderated by gender
(e.g., Anderson & Dill, 2000), other effects appear to be
relatively uniform across male and female players, particu-
larly the effects of technological features (e.g., Ivory &
Kalyanaraman, 2007). Therefore, we ask:
RQ1: Does player gender moderate any effects of 3D
game presentation on feelings of presence?
RQ2: Does player gender moderate any effects of 3D
game presentation on physiological arousal?
3 Method
3.1 Design
Hypotheses were examined in a laboratory experi-
ment employing a 2 (game mode: 2D vs. 3D) � 2 (video
game play frequency: weekly players vs. non-weekly play-
ers) � 2 (gender: male v. female) mixed factorial design.
Game mode (2D or 3D) was manipulated as a within-
subjects factor. Video game play frequency was at least
one hour per week or less than one hour per week. Gen-
der was measured as quasi-independent between-subjects
factors. Participants’ feelings of presence, video game play
frequency, and gender were assessed with questionnaire
measures, while arousal was measured as skin conduct-
ance using physiological data–collection equipment.
Limperos et al. 345
Page 6
3.2 Participants
Participants were 39 university students (21
female, 18 male) participating in exchange for course
credit. They reported a mean age of 19.56 (range ¼ 18–
23, SD ¼ 1.07) and a mean of 3.29 (range ¼ 0–21,
SD ¼ 5.23) hours spent playing video games weekly.
3.3 Stimulus Materials and Manipulated
Independent Variable
3.3.1 Game mode. Participants played two ten-
minute sessions of the video game Ridge Racer 3D on
the Nintendo 3DS portable video game system. The
game system features a 3D display mode that can be acti-
vated or deactivated, allowing games to be played in 2D
or stereoscopic 3D format; other than the stereoscopic
display, there are no differences in game content of
mechanics between the 2D and 3D game modes. Ridge
Racer 3D was selected for the study from the 15 games
available for purchase at the time of the system’s North
American release because races could be completed dur-
ing a short game session as is appropriate for a laboratory
experiment and to minimize the learning curve for par-
ticipants regarding the game’s control scheme and goals.
The driving-based control scheme and racing competi-
tion goals for the racing game were expected to be more
intuitive to new players compared to the control schemes
and goals for other games available at the time (e.g., a
martial arts fighting game or an adventure game with a
lengthy, chapter-based narrative). Racing games have
been used in previous research on responses to other
stereoscopic 3D display technologies (e.g., Schild et al.,
2012).
3.4 Measured Quasi-Independent
Variables
3.4.1 Video game play frequency. The ques-
tionnaire administered before the two game play sessions
included an open-ended response question asking, ‘‘On
average, how many hours per week do you spend playing
video games (including computer, console, online, or ar-
cade games)?’’ Participants who reported playing video
games for an hour or more per week were classified as
‘‘weekly players’’ (N ¼ 19), and participants who did not
report playing video games for at least one hour per week
were classified as ‘‘non-weekly players’’ (N ¼ 20).
3.4.2 Gender. The questionnaire administered
before the two game play sessions also measured partici-
pants’ gender.
3.5 Outcome Measures
3.5.1 Presence. Participants’ feelings of presence
were assessed with a questionnaire administered after
each of the two 10-minute game play sessions to allow
comparison of scores across the game mode conditions.
After each game session, participants completed a three-
item questionnaire measure of presence from Schneider,
Lang, Shin, and Bradley (2004): ‘‘While playing the
game, how much did you feel like you were really ‘there’
in the game environment?’’ (1 ¼ ‘‘there,’’ 7 ¼ ‘‘not
there’’), ‘‘While playing the game, how much did you
feel like the game environment was a real place?’’ (1 ¼‘‘real,’’ 7 ¼ ‘‘not real’’), and ‘‘While playing the game,
how much did you feel like other characters in the game
were real?’’ (1 ¼ ‘‘real,’’ 7 ¼ ‘‘not real’’). The short
three-item measure was chosen to allow quick measure-
ment of the concept and reduce the likelihood of partici-
pant fatigue, given that they completed the same mea-
sure twice during the experimental session. Items were
reverse-scored for analyses so that higher scores indi-
cated higher levels of presence. All three items were aver-
aged to produce a presence score for each participant for
each game mode condition (Cronbach’s a2D ¼ 0.80,
Cronbach’s a3D ¼ 0.75).
3.5.2 Physiological arousal. Continuous skin
conductance level (SCL) was used as a tonic measure of
sympathetic nervous system activity indicating physio-
logical arousal experienced by participants while playing
the video game. Skin conductance, which is measured in
units called microSiemens, is used frequently in psycho-
physiology research as a general measure of sympathetic
nervous system activity indicating physiological arousal,
with increases in skin conductance levels acting as indica-
346 PRESENCE: VOLUME 23, NUMBER 4
Page 7
tors of increases in arousal level (see Bauer, 1998; Daw-
son, Schell, & Filion, 2000; Ravaja, 2004). Typical skin
conductance levels vary among individuals, so research
measuring skin conductance level in responses to a stim-
ulus often compares participants’ skin conductance levels
during stimulus exposure to a baseline measure in order
to account for individual variability in typical skin con-
ductance levels (see Ivory & Kalyanaraman, 2007;
Sundar & Kalyanaraman, 2004). Skin conductance
level data were sampled 200 times per second at a sam-
pling rate of 66.5 Hz using a BIOPAC MP35 system
(http://www.biopac.com) to produce a continuous
SCL measure during each of four time periods. The first
skin conductance measurement was a baseline measure
taken for a period of 30 seconds before participants
played the first game session. Second, SCL was measured
continuously during the first 10-minute video game seg-
ment (played either in 2D or 3D mode based on ran-
domization of condition order). Third, another 30-sec-
ond baseline SCL measurement was taken, after which
SCL was measured a fourth time during the second 10-
minute game play segment. Physiological arousal for
each of the two game play segments was then calculated
as the percentage change in SCL between each mean
baseline measurement and the subsequent game play
segment (specifically calculated for each of the two seg-
ments by subtracting the mean baseline SCL from the
mean game play segment SCL, then dividing by the cor-
responding mean baseline SCL).
3.6 Procedures
All participants took part in the experiment in indi-
vidual sessions. After participants consented, they were
seated in an office-style armchair. Participants then com-
pleted a questionnaire containing the age, gender, and
video game play frequency measures, after which the
experiment administrator asked them to remove all foot-
wear from their non-dominant foot. The experiment ad-
ministrator then cleaned the instep area of the non-dom-
inant foot with distilled water and a paper towel, applied
electrode jelly to the contact areas of the electrodes, and
attached two disposable adhesive Ag–AgCl electrodes
with 10-mm contact area to the skin above the abductor
hallucis muscle, placing the electrodes adjacent to one
another approximately midway between the medial mal-
leolus and the proximal phalanx of the hallux.
After taking a baseline SCL measurement using these
electrodes for 30 seconds, the experimenter gave partici-
pants a clipboard containing rudimentary instructions
for the video game. The experimenter then set up the
Ridge Racer 3D game on the handheld portable Nin-
tendo 3DS system, using a sliding control to set the
game’s video presentation to either 2D or stereoscopic
3D depending on the condition order randomization.
(Session order was counterbalanced to prevent order
effects.) As the participant began the first game session,
the experimenter simultaneously started the first game
session’s SCL measurement, which continued for the
duration of the 10-minute stimulus exposure segment.
After 10 minutes, the experimenter informed partici-
pants that the first session was complete, stopped the
game and SCL measurement, and gave participants a
questionnaire including the self-reported presence items.
Then, the entire baseline and game session procedure
was repeated with the Ridge Racer 3D game for the sec-
ond condition, with the game’s video presentation set in
2D or 3D—whichever mode was not used in the first
game session. During this second session, another 30-
second baseline SCL measurement was taken, a second
10-minute game session was played with SCL measured
for the duration of the segment, and a second question-
naire with the self-reported questionnaire items was
administered. After both baseline measurements, game
exposure segments, and questionnaires were complete,
the electrodes were removed and participants were
debriefed and dismissed.
4 Results
4.1 Presence
H1a predicted that frequent players would experi-
ence greater presence during 3D game play than during
2D game play, while infrequent players would experience
greater presence during 2D game play than during 3D
game play. Conversely, H1b predicted that infrequent
players would experience greater presence during 3D
game play than during 2D game play, while frequent
Limperos et al. 347
Page 8
players would experience greater presence during 2D
game play than during 3D game play. RQ1 asked
whether player gender moderated any effects of 3D
video game presentation on feelings of presence.
A repeated-measures ANOVA with presence as the de-
pendent measure, game mode as the within-subjects fac-
tor, and video game play frequency and gender as
between-subjects factors found a significant game mode
operator X video game play frequency interaction, F(1,
35) ¼ 5.04, p ¼ .039, g2p ¼ .12, with feelings of pres-
ence higher in the 3D condition than in the 2D condi-
tion for non-weekly players, but lower in the 3D condi-
tion than the 2D condition for weekly players (see
Figure 1). No other main or interaction effects were sig-
nificant (ps > .05). H1a is disconfirmed, while the com-
peting hypothesis H1b is supported. In response to RQ1,
there is no significant evidence that gender moderated
these effects.
4.2 Physiological Arousal
H2a predicted that frequent players would experi-
ence greater arousal during 3D game play than during
2D game play, while infrequent players would experience
greater arousal during 2D game play than during 3D
game play. Conversely, H2b predicted that infrequent
players would experience greater arousal during 3D
game play than during 2D game play, while frequent
players would experience greater arousal during 2D
game play than during 3D game play. RQ2 asked
whether player gender moderated any effects of 3D
video game presentation on arousal. A repeated-meas-
ures ANOVA with skin conductance change as the de-
pendent measure and the same within- and between-
subjects factors found a significant game mode operator
X video game play frequency interaction, F(1, 33) ¼6.44, p ¼ .016, g2
p ¼ .16,1 with non-weekly players’ skin
conductance increasing in the 2D condition and decreas-
ing in the 3D condition, but weekly players’ skin con-
ductance decreasing in the 2D condition and increasing
in the 3D condition (see Figure 2). No other main or
interaction effects on feelings were significant (ps > .05).
H1a is supported, while the competing hypothesis H1b is
disconfirmed. In response to RQ2, there is no significant
evidence that gender moderated these effects.
Figure 1. Game mode X video game play frequency interaction effect
on feelings of presence.
Figure 2. Game mode X video game play frequency interaction effect
on skin conductance change.
1. Two study participants’ skin conductance change scores were
removed from analysis due to recording errors.
348 PRESENCE: VOLUME 23, NUMBER 4
Page 9
5 Discussion
Even though media that use stereoscopic 3D capa-
bilities have been around for decades, the use of this vis-
ual enhancement in commercially popular games is still
relatively new. Based on the existing literature and
theory related to the effects of technological enhance-
ments in gaming, we proposed competing hypotheses
and research questions focusing on the relationship
between game format (2D; 3D), video game play fre-
quency (weekly; non-weekly), and gender (male; female)
on feelings of presence and arousal. This study suggests
that the addition of stereoscopy to a handheld gaming
device can create an immersive and arousing gaming ex-
perience, but only for certain types of game players.
Shafer et al. (2011) explain that heightened feelings of
presence are often associated with greater perceived
enjoyment of games, but the broader presence literature
suggests that decreases in arousal can signify an array of
different experiences ranging from immersion, excite-
ment, frustration, or stress. Considering the previous
research and results of the current study, it appears that
infrequent players responded more positively than regu-
lar players to the addition of stereoscopic 3D. Further-
more, this pattern appears to be consistent for males and
females. While the findings of this study do not conclu-
sively shed light on what ultimately makes the game-
playing experience enjoyable, they do help theoretically
untangle how visual enhancement of stereoscopic 3D is
affected by previous game-playing experience.
Research involving video games and presence (Ivory
& Kalayanaraman, 2007; Persky & Blascovich, 2008;
Tamborini & Skalski, 2006) has tended to show that
technologically enhanced interfaces are more presence-
inducing than their counterparts. Also, research has
shown that heightened feelings of presence are typically
unaffected by individual differences such as previous ex-
perience (Malbos, Rapee, & Kavakli, 2012; Nunez &
Blake, 2006; Schild et al., 2012; Shafer et al., 2011).
Past research on technological affordances and power
users (Sundar, 2007; Sundar & Marathe, 2012) has
demonstrated that users’ responses to and expectations
of technological affordances can be shaped by level of ex-
perience. In this study, frequent game players did not
feel that the stereoscopic 3D game format was as
presence-inducing as the infrequent game players.
Sundar’s (2007; 2008) MAIN model can help explain
why experienced game players responded more nega-
tively to the stereoscopic experience. In studies on power
and non-power users of PCs, Marathe et al. (2007) and
Sundar and Marathe (2012) found that experienced PC
users tended to rate newer features (especially those that
were ‘‘gimmicky’’ and full of ‘‘bells and whistles’’) as
generally useless, whereas inexperienced users were
intrigued by the idea. In our study, it is possible that the
frequent game players reported feeling less presence
because they found the 3D features distracting and were
not as engaged as when they were playing the 2D format
game. However, for the infrequent game players, the
novelty of 3D seemed to elicit feelings of presence, creat-
ing the feeling of more engagement.
With regard to the physiological response to playing
3D and 2D versions of the game, an inverse pattern
emerged. For frequent players, arousal was highest when
playing a 2D game in comparison to the 3D game. For
infrequent players, arousal was highest when playing the
3D version of the game in comparison to the 2D version.
Due to the limited discriminant validity of physiological
measures such as skin conductance, it is possible that the
observed changes in physiological arousal are associated
with several potential outcomes. Related to the distinc-
tion between expert and novice users, previous HCI
research suggests that multimodal devices are often per-
ceived by expert users as interfering with users’ direct
engagement with the content in question. These find-
ings from HCI research can help us contextualize and
explain the logical connection between the decreased
feelings of presence and increased physiological arousal
that was felt by regular game players when interacting
with a handheld stereoscopic 3D game interface. Since
frequent game players had a heightened degree of
arousal that was concurrent with decreased feelings of
presence, it appears that they may have perceived the 3D
interface as nothing more than ‘‘bells and whistles’’ or
‘‘all flash and no substance,’’ thus increasing feelings of
aggravation. We are relatively confident in this explana-
tion, especially since infrequent users felt a lower degree
of arousal and a heightened sense of presence when
Limperos et al. 349
Page 10
using the 3D interface. For infrequent users, the 3D
interface may have cued feelings of novelty and the
‘‘coolness’’ heuristic, which is why they had a more pres-
ence-inducing and better overall experience with the 3D
format than frequent users.
Although past research suggests that greater physio-
logical arousal is associated with heightened feelings of
presence, these differences may not be consistent across
frequent and infrequent game players. In the case of
infrequent players, it is instead possible that 3D game
play is approached as a relaxing media experience rather
than a competitive task to be mastered, which would
potentially result in a calming and less physiologically
arousing media experience. This explanation is consist-
ent with previous research on IVEs (Wiederhold et al.,
2003). However, additional research should replicate
these findings so that concurrent validity of physiological
arousal can be verified as an indicator of self-reported
perceptions of novelty and frustration. These findings
are somewhat consistent with previous research on the
negative effects of 3D (Ravaja et al., 2004) and shed
light on how previous experience can interact with gam-
ing technology to impact responses. However, it is
unclear whether or not regular gamers would have simi-
lar responses to all 3D games.
Even though we are relatively confident in the design
and results of the study, there were a few notable limita-
tions. First, it is possible to conclude that the short pe-
riod of game play allotted during the current study did
not provide ample time for more experienced users to
fully explore the different possibilities for action that 3D
as a modality provides. As a result, extended or repeated
game-play sessions that allow veteran players to use 3D
for longer periods of time may alleviate their perception
that the modality does not serve a necessary purpose as
additional functions of the medium are discovered
through trial and error. Alternately, inexperienced play-
ers whose initial perception that 3D is a novel, ‘‘cool,’’
and exciting interface may fade over time. This is similar
to the initial popularity of related game systems that rely
on multimodal controls such as the Nintendo Wii, which
attracted a large population of non-traditional game
players initially but failed to maintain popularity as the
initial novelty of the system faded.
Also, it is important to note that these effects were
observed with a single game from the racing genre on
one specific handheld device. Players’ responses to ster-
eoscopic 3D presentation may not be generalizable to
effects of 3D with regard to other types of games or 3D
technologies (Schild et al., 2012), although past research
has found that changes in graphical improvement do not
necessarily amplify effects of all game content (e.g., vio-
lence). Future research should consider whether certain
forms of 3D games and types of 3D presentation (e.g.,
virtual reality) are more or less likely to elicit greater feel-
ings of presence on small screen devices, given that
screen size has been noted to impact various user experi-
ences, including presence (Lombard & Ditton, 1997).
Future research should also employ a broader array of
dependent measures to provide a fuller understanding of
the game experience.
Finally, the current study also relied on a measure of
power usage with relatively limited construct validity.
Differences between power and non-power users are
defined by several characteristics aside from total use,
including greater technological efficacy and a greater in-
terest in the affordances that technology can provide.
Thus, although frequency of use is a necessary condition
for power use, additional characteristics of power usage
that apply to video game players as a unique population
should also be identified. For example, Blom et al.
(2012) employed a self-reported measure of ‘‘gamer
type’’ to further probe how previous experience may be
connected to specific types of gamers and the genres of
games that they play. Incorporating this type of measure
in future work could enhance our understanding of this
phenomenon further.
To conclude, our findings suggest that stereoscopic
3D in handheld games elicits varied psychological and
physiological responses in different users. With a major-
ity of video games research focusing solely on content,
there is an ever-growing body of literature seeking to
enhance our understanding of how specific technological
features can impact the gaming experience. This study
adds to the growing body of research on the effects of
gaming and highlights theoretical and practical relation-
ships between individual differences, technological fea-
tures (2D; 3D), and psychological and physiological
350 PRESENCE: VOLUME 23, NUMBER 4
Page 11
responses. In the future, researchers and developers
should carefully consider how responses to stereoscopic
3D can vary across users with different backgrounds and
goals. For some players, stereoscopic 3D games may
have less appeal as a modality than initially expected.
References
Adachi, P. J. C., & Willoughby, T. (2011). The effect of vio-
lent video games on aggression: Is it more than just the vio-
lence? Aggression and Violent Behavior, 16, 55–62.
doi:10.1016/j.avb.2010.12.002
Anderson, C. A., & Dill, K. E. (2000). Video games and
aggressive thoughts, feelings, and behavior in the laboratory
and in life. Journal of Personality and Social Psychology, 78,
772–290. doi:10.1037/0022-3514.78.4.772
Bauer, R. M. (1998). Physiologic measures of emotion. Jour-
nal of Clinical Neuropsychology, 15, 388–396. doi:10.1097/
00004691-199809000-00003
Blom, K. J., Haringer, M., & Beckhaus, S. (2012). Floor-based
audio-haptic virtual collision responses. Proceedings of the
Joint Virtual Reality Conference of ICAT-EGVE-EuroVR,
57–64.
Bowman, D. A., & McMahan, R. P. (2007). Virtual reality:
How much immersion is enough? Computer, 40, 36–43.
doi:10.1109/MC.2007.257
Chen, S. F. J.-P., & Macredie, R. D. (2006). Navigation in
hypermedia learning systems: Experts vs. novices. Computers
in Human Behavior, 22, 251–266. doi:10.1016/
j.chb.2004.06.004
Cooper, J. (2006). The digital divide: The special case of gen-
der. Journal of Computer Assisted Learning, 22, 320–334.
doi:10.1111/j.1365-2729.2006.00185.x
Dawson, M. E., Schell, A. M., & Filion, D. L. (2000). The
electrodermal system. In J. T. Cacioppo, L. G. Tassinary, &
G. G. Berntson (Eds.), Handbook of psychoPhysiology (2nd ed.,
pp. 200–223). Cambridge: Cambridge University Press.
Ivory, J. D., & Kalyanaraman, S. (2007). The effect of techno-
logical advancement and violent content in video games on
players’ feelings of presence, involvement, physiological
arousal, and aggression. Journal of Communication, 57,
532–555. doi:10.1111/j.1460-2466.2007.00356.x
Jackson, L. A., Zhao, Y., Kolenic, A., Fitzgerald, H. E., Har-
old, R., & Von Eye, A. (2008). Race, gender, and informa-
tion technology use: The new digital divide. CyberPsychology
and Behavior, 11, 437–442. doi:10.1089/cpb.2007.0157
Jenkins, C., Corritore, C. L., & Wiedenbeck, S. (2003). Pat-
terns of information seeking on the web: A qualitative study
of domain expertise and web expertise. IT and Society, 1, 64–
89.
Kent, S. L. (2001). The ultimate history of video games: The story
behind the craze that touched our lives and changed the world.
New York: Three Rivers.
Lee, K. (2004). Presence, explicated. Communication Theory,
14, 27–50. doi:10.1111/j.1468-2885.2004.tb00302.x
Lee, K., Peng, W., & Park, N. (2009). Effects of computer/
video games and beyond. In J. Bryant & M. B. Oliver (Eds.),
Media effects: Advances in theory and research (3rd ed., pp.
551–556). Mahwah, NJ: Lawrence Erlbaum Associates.
Limperos, A. M., Downs, E., Ivory, J. D., & Bowman, N. D.
(2013). Leveling up: A review of emerging trends and sug-
gestions for the next generation of communication research
investigating video games’ effects. Communication Yearbook,
37, 350–369.
Limperos, A. M., Schmierbach, M. G., Kegerise, A. D., & Dar-
dis, F. E. (2011). Gaming across different consoles: Explor-
ing the role of control scheme on game player enjoyment.
Cyberpsychology, Behavior, and Social Networking, 14, 345–
350. doi:10.1089/cyber.2010.0146
Lombard, M., & Ditton, T. B. (1997). At the heart of it all:
The concept of presence. Journal of Computer-Mediated
Communication, 3(2). Retrieved March 13, 2013 from
http://jcmc.indiana.edu/vol3/issue2/lombard.html.
doi:10.1111/j.1083-6101.1997.tb00072.x
Lucas, K., & Sherry, J. L. (2004). Sex differences in video game
play: A communication-based explanation. Communication
Research, 31, 499–523. doi:10.1177/0093650204267930
Malbos, E., Rapee, R. M., & Kavakli, M. (2012). Behavioral
presence test in threatening virtual environments. Presence:
Teleoperators and Virtual Environments, 21(3), 268–280.
doi:10.1162/PRES_a_00112
Marathe, S. S., Sundar, S. S., Bijvank, M. N., van Vugt, H., &
Veldhuis, J. (2007, May). Who are these power users anyway?
Building a psychological profile. Paper presented at the 57th
Annual Conference of the International Communication
Association, San Francisco, CA.
Meehan, M., Insko, B., Whitton, M., & Brooks, F. P. (2002).
Physiological measures of presence in stressful virtual envi-
ronments. Proceedings of the 29th Annual Conference on Com-
puter Graphics and Interactive Techniques, 21(3), 645–652.
Meehan, M., Razzaque, S., Whitton, M. C., & Brooks, F. P.
(2003). Effects of latency on presence in stressful virtual
environments. Proceedings of Virtual Reality 2003, 141–148.
Limperos et al. 351
Page 12
Morris, C. (2011). Survey: Gamers not excited about 3D.
Retrieved March 12, 2013 from http://games.yahoo.com
/blogs/plugged-in/survey-gamers-not-excited-3d
-224515149.html
Nunez, D., & Blake, E. (2006). Learning, experience, and
cognitive factors in the presence experiences of gamers:
An exploratory relational study. Presence: Teleoperators and
Virtual Environments, 15(4), 373–380. doi:10.1162/
pres.15.4.373
Oliver, M. B., & Krakowiak, K. M. (2009). Individual differen-
ces in media effects. In J. Bryant & M. B. Oliver (Eds.),
Media effects: Advances in theory and research (3rd ed., pp.
517–531). Mahwah, NJ: Erlbaum.
Orland, K. (2012). What happened to the stereoscopic gaming
revolution? Ars Technica. Retrieved March 12, 2013
from http://arstechnica.com/gaming/2012/07/what
-happened-to-the-stereoscopic-gaming-revolution/
Persky, S., & Blascovich, J. (2007). Immersive virtual environ-
ments versus traditional platforms: Effects of violent and
nonviolent video game play. Media Psychology, 10, 135–156.
doi:10.1080/15213260701301236
Persky, S., & Blascovich, J. (2008). Immersive virtual video
game play and presence: Influences on aggressive feelings
and behavior. Presence: Teleoperators and Virtual Environ-
ments, 17, 57–72. doi:10.1162/pres.17.1.57
Phillips, L., Interrante, V., Kaeding, M., Ries, M., & Anderson,
L. (2012). Correlations between physiological response,
gait, personality, and presence in immersive virtual environ-
ments. Presence: Teleoperators and Virtual Environments,
21(2), 119–141. doi:10.1162/PRES_a_00100
Rajae-Joordens, R. J. E. (2008). Measuring experiences in
gaming and TV applications: Investigating the added value
of a multi-view auto-stereoscopic 3D display. In J. H. D. M.
Westerink, M. Ouwerkerk, T. J. M. Overbeek, W. F. Pasveer,
& B. de Ruyter (Eds.), Probing experience: From assessment of
user emotions and behaviour to development of products (pp.
77–90). Dordrecht, The Netherlands: Springer.
doi:10.1007/978-1-4020-6593-4_7
Ravaja, N. (2004). Contributions of psychophysiology to media
research: Review and recommendations. Media
Psychology, 6, 193–235. doi:10.1207/s1532785xmep0602_4
Ravaja, N., Salminen, M., Holopainen, J., Saari, T., Laarni, J.,
& Jarvinen, A. (2004). Emotional response patterns and
sense of presence during video games: Potential criterion
variables for game design. Proceedings of the Third Nordic
Conference on Human–Computer Interaction (pp. 339–
347). New York: ACM. doi:10.1145/1028014.102 8068
Rogers, E. (1995). Diffusion of innovations. New York: Free
Press.
Schild, J., LaViola, J. J., & Masuch, M. (2012). Understanding
user experience in stereoscopic 3D games. Proceedings of the
SIGCHI Conference on Human Factors in Computing Sys-
tems (pp. 89–98). New York: ACM. doi:10.1145/
2207676.2207690
Schneider, E. F., Lang, A., Shin, M., & Bradley, S. D. (2004).
Death with a story: How story impacts emotional, motiva-
tional, and physiological responses to first-person shooter
games. Human Communication Research, 30, 361–375.
doi:10.1111/j.1468-2958.2004.tb00736.x
Shafer, D. M., Carbonara, C. P., & Popova, L. (2011). Spatial
presence and perceived reality as predictors of motion-based
video game enjoyment. Presence: Teleoperators and Virtual
Environments, 20(6), 591–619. doi:10.1162/PRES_a_00084
Slater, M., Guger, C., Edlinger, G., Leeb, R., Pfurtscheller, G.,
Antley, A., Garau, M., Brogni, A., & Friedman, D. (2006).
Analysis of physiological responses to a social situation in an
immersive virtual environment. Presence: Teleoperators and
Virtual Environments, 15(5), 553–569. doi:10.1162/
pres.15.5.553
Sundar, S. (2007). Social psychology of interactivity in human–
website interaction. In A. N. Joinson, K. Y. A. McKenna, T.
Postmes, & U.-D. Reips (Eds.), The Oxford handbook of inter-
net psychology (pp. 89–104). Oxford: Oxford University Press.
Sundar, S. (2008). The MAIN model: A heuristic approach to
understanding technology effects on credibility. In M. J.
Metzger & A. J. Flanigan (Eds.), Digital media, youth, and
credibility (pp. 72–100). Cambridge, MA: MIT Press.
Sundar, S. S., & Kalyanaraman, S. (2004). Arousal, memory,
and impression-formation effects of animation speed in web
advertising. Journal of Advertising, 33(1), 7–17.
doi:10.1080/00913367.2004.10639152
Sundar, S. S., & Marathe, S. S. (2012). Personalization versus
customization: The importance of agency, privacy, and
power usage. Human Communication Research, 36, 289–
322. doi:10.1111/j.1468-2958.2010.01377.x
Tamborini, R., & Bowman, N. D. (2010). Presence in video
games. In C. Bracken & P. Skalski (Eds.), Immersed in media
(pp. 87–109). New York: Routledge.
Tamborini, R., & Skalski, P. (2006). The role of presence in
the experience of electronic games. In P. Vorderer & J. Bry-
ant (Eds.), Playing video games: Motives, responses, and conse-
quences (pp. 415–428). Mahwah, NJ: Erlbaum.
Tamborini, R., Eastin, M. S., Skalski, P., Lachlan, K., Fediuk,
T. A., & Brady, R. (2004). Violent virtual video games and
352 PRESENCE: VOLUME 23, NUMBER 4
Page 13
hostile thoughts. Journal of Broadcasting and Electronic
Media, 48, 335–357.
Terlecki, M. S., & Newcombe, N. S. (2005). How important is
the digital divide? The relation of computer and videogame
usager to gender differences in mental rotation ability. Sex
Roles, 53, 433–441. doi:10.1007/s11199-005-6765-0
Venkatesh, V., & Davis, D. (2000). A theoretical extension of
the technology acceptance model: Four longitudinal field
studies. Management Science, 46, 186–204. doi:10.1287/
mnsc.46.2.186.11926
Wiederhold, B. K., Dong, J., Kaneda, M., Cabral, I., Lurie, Y.,
& May, T. (2003). An investigation into physiological
responses in virtual environments: An objective measure-
ment of presence. In G. Riva & C. Galimberti (Eds.),
Towards cyberpsychology: Mind, cognitions and society in the
internet age (pp. 176–182). Amsterdam: IOS Press.
Limperos et al. 353