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The Effects of LCD Panel Type on Psychology of Video Game Players and Movie Viewers
Unformatted Document Text:  8 played with the third-person point of view, thus producing a confound. A recent study on game and violence suggested however that playing a game in third person, not in first person, resulted in increased involvement and focus (Farrar et al., 2006), which might explain why participants enjoyed watching the movie significantly more than playing the game. These limitations of the present study provide valuable guidelines for further research. Ongoing research will further probe the impact of panel type on viewing-angle satisfaction and content enjoyment, as well as the relationship between these dependent measures. We will also take into account the size of participants’ own computer monitors and whether they are aware of LCD panel differences, and analyze these variables as covariates in the relationship between the panel type and viewing experience. Acknowledgement This study was supported by a grant from the World-Class University program (R31-2008-000-10062-0) of the Korean Ministry of Education, Science and Technology via the National Research Foundation. The authors wish to thank Sungyeon Kim and Sanghun Kwak, Ph.D. students at the Department of Science, Sungkyunkwan University, for their collaboration in the data collection process. References Baker, S. (2008). Panel technologies: TN film, MVA, PVA and IPS explained. Retrieved from Barnes, R. (2005). Enhanced Super IPS - Next generation image quality. Retrieved from Detenber, B., & Reeves, B. (1996). A bio- informational theory of emotion: Motion and image size effects on viewers. Journal of Communication, 46, 66-84. Farrar, K., Krcmar, M., & Nowak, K. (2006). Contextual features of violent video games, mental models, and aggression, Journal of Communication, 56, 387–405. Hong, J. (2008). Flat panels enter the mainstream. Retrieved from Lombard, M. (1995). Direct responses to people on the screen: Television and personal space. Communication Research, 22, 288-324. Lombard, M., & Dittion, T. (1997). At the heart of it all: The concept of presence. Journal of Computer Mediated Communication, 3(2). Lyu, J., Sohn, J., Kim, H., & Lee, S. (2007). Recent trends on patterned vertical alignment (PVA) and fringe-field switching (FFS) liquid crystal displays for liquid crystal television applications. Journal of Display Technology, 3, 404-412. Reeves, B., Detenber, B., & Steuer, J. (1993). New televisions: The effects of big pictures and big sound on viewer responses to the screen. Paper presented at the annual meeting of the International Communication Association, Washington, D.C. Reeves, B., & Nass, C. (1996). The media equation: How people treat computers, television, and new media like real people and places. Stanford, CA: CSLI Publications. Tamborini, R., Eastin, M., Lachlan, K., Skalski, P., Fediuk, T., & Brady, R. (2001). Hostile thoughts, presence and violent virtual video games. Paper presented at the 51st annual convention of the International Communication Association, Washington, D.C. Yoon, S., & Won, T. (2007). Electrode structure for high transmittance and aperture ratio in TFT-LCD. Journal of Materials Processing Technology, 191, 302–305.

Authors: Kim, Ki Joon. and Sundar, S. Shyam.
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played with the third-person point of view, thus 
producing a confound. A recent study on game 
and  violence  suggested  however  that  playing  a 
game  in  third  person,  not  in  first  person, 
resulted  in  increased  involvement  and  focus 
(Farrar  et  al.,  2006),  which  might  explain  why 
participants  enjoyed  watching  the  movie 
significantly more than playing the game. 
These  limitations  of  the  present  study 
provide valuable guidelines for further research. 
Ongoing research will further probe  the impact 
of panel type  on viewing-angle satisfaction and 
content  enjoyment,  as  well  as  the  relationship 
between  these  dependent  measures.  We  will 
also  take  into  account  the  size  of  participants’ 
own  computer  monitors  and  whether  they  are 
aware  of  LCD  panel  differences,  and  analyze 
these  variables  as  covariates  in  the  relationship 
between the panel type and viewing experience. 
This  study  was  supported  by  a  grant  from  the 
World-Class University program (R31-2008-000-
10062-0)  of  the  Korean  Ministry  of  Education, 
Science  and  Technology  via  the  National 
Research Foundation. The authors wish to thank 
Sungyeon  Kim  and  Sanghun  Kwak,  Ph.D. 
students  at  the  Department  of  Science, 
collaboration in the data collection process.  
Baker,  S.  (2008).  Panel  technologies:  TN  film, 
MVA, PVA and IPS explained. Retrieved from
Barnes,  R.  (2005).  Enhanced  Super  IPS  -  Next 
generation  image  quality.  Retrieved  from
Detenber,  B.,  &  Reeves,  B.  (1996).  A  bio-
informational theory of emotion: Motion and 
image  size  effects  on  viewers.  Journal  of 
Communication, 46
, 66-84. 
Farrar,  K.,  Krcmar,  M.,  &  Nowak,  K.  (2006). 
Contextual  features  of  violent  video  games, 
mental  models,  and  aggression,  Journal  of 
Communication, 56
, 387–405. 
Hong, J. (2008). Flat panels enter the mainstream. 
Retrieved from
Lombard,  M.  (1995).  Direct  responses  to  people 
on the screen: Television and personal space. 
Communication Research, 22, 288-324. 
Lombard,  M.,  &  Dittion,  T.  (1997).  At  the  heart 
of  it  all:  The  concept  of  presence.  Journal  of 
Computer Mediated Communication, 3
Lyu, J., Sohn, J., Kim, H., & Lee, S. (2007). Recent 
trends on patterned vertical alignment (PVA) 
and fringe-field switching (FFS) liquid crystal 
displays  for  liquid  crystal  television 
applications.  Journal  of  Display  Technology,  3
Reeves, B., Detenber, B., & Steuer, J. (1993). New 
televisions:  The  effects  of  big  pictures  and  big 
sound  on  viewer  responses  to  the  screen
.  Paper 
presented  at  the  annual  meeting  of  the 
International  Communication  Association, 
Washington, D.C. 
Reeves, B., & Nass, C. (1996). The media equation: 
How people treat computers, television, and new 
media like real people and places
.  Stanford,  CA: 
CSLI Publications. 
Tamborini, R., Eastin, M., Lachlan, K., Skalski, P., 
Fediuk,  T.,  &  Brady,  R.  (2001).  Hostile 
thoughts,  presence  and  violent  virtual  video 
.  Paper  presented  at  the  51st  annual 
Communication  Association,  Washington, 
Yoon,  S.,  &  Won,  T.  (2007).  Electrode  structure 
for  high  transmittance  and  aperture  ratio  in 
TFT-LCD.  Journal  of  Materials  Processing 
Technology, 191
, 302–305.

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