Measuring and defining the experience of immersion in games
By C. Jennett, A. Cox, Paul A. Cairns, Samira Dhoparee, Andrew Epps, Tim J. W. Tijs, Alison Walton. Int. J. Hum. Comput. Stud., 2008
2,019 citations recorded by the source corpus.
Subfields: Developmental and Educational Psychology, Experimental and Cognitive Psychology, Human-Computer Interaction
View Paper: https://www.semanticscholar.org/paper/4d2f0179d15bf837f7e6efb9faf7bedf25cf79c8
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In Developmental and Educational Psychology
- Thomas Hainey
- T. Connolly
- Elizabeth A. Boyle
- Robert West
- Susan Michie
- Eric N. Wiebe
- Allison Lamb
- Michela Ott
In Experimental and Cognitive Psychology
- Daniel M. Johnson
- Susan Michie
- Eric N. Wiebe
- Thomas Hainey
- Paul Benjamin Lowry
- Lennart E. Nacke
- T. Connolly
- James Eric Gaskin
In Human-Computer Interaction
- Mikki Hoang Phan
- Susan Michie
- Eric N. Wiebe
- Michela Ott
- Tom L. Roberts Jr.
- Paul Benjamin Lowry
- Bryan I. Hammer
- Donghee Don Shin
Citations in the corpus
- Measuring engagement in video game-based environments: Investigation of the User Engagement Scale (2014, background): “…will help build a richer conceptualization of both flow and engagement more generally, frame these constructs relative to related constructs such as immersion (cf., Jennett et al., 2008), and add to a framework for evaluating the utility of other measurement techniques in video game-play research.”
- Conceptualising engagement with digital behaviour change interventions: a systematic review using principles from critical interpretive synthesis (2016, methodology): “Physiological measures including cardiac activity, respiratory depth [62] and electro-dermal activity [65], and psychophysical measures, such as eye tracking [51], have been used to measure engagement in the computer science and HCI literatures.”
- Using Reading Times and Eye-Movements to Measure Cognitive Engagement (2015, background): “, & Walton, A. (2008). Measuring and defining the experience of immersion in”
- Taking "Fun and Games" Seriously: Proposing the Hedonic-Motivation System Adoption Model (HMSAM) (2012, background): “Important to our claim, flow theory conceptualizes flow as something that happens in stages rather than all at once, and this is supported by substantial empirical evidence (Brown & Cairns, 2004; Chen, 2007; Ermi & Mäyrä, 2005; Jennett et al., 2008; Weibel, Wissmath, Habegger, Steiner, & Groner, 200”
- Empathy and embodied experience in virtual environment: To what extent can virtual reality stimulate empathy and embodied experience? (2018, background): “Presence can be viewed as a state of mind, whereas immersion is an experience over time (Jennett et al., 2008).”
- Engagement in digital entertainment games: A systematic review (2012, background): “Ryan et al. (2006) also recognised the importance of presence in predicting game enjoyment, although Jennett et al. (2008) pointed out that presence is not necessary for immersion as many games and puzzles which do not involve a strong sense of presence are nevertheless highly engaging.”
- Measuring Engagement in eHealth and mHealth Behavior Change Interventions: Viewpoint of Methodologies (2018, result): “For example, fixation data of an experimental study revealed that participants’ eye movements in the immersive condition decreased over time, which is indicative of increased attention [137].”
- A LITERATURE REVIEW ON IMMERSIVE VIRTUAL REALITY IN EDUCATION: STATE OF THE ART AND PERSPECTIVES. (2015, background): “[2] well define the general concept of immersion in games as the involvement in the play, which causes lack of awareness of time and of the real world, as well as a sense of “being” in the task environment.”
- Development and validation of the player experience inventory: A scale to measure player experiences at the level of functional and psychosocial consequences (2020, background): “The authors also conclude that: “As things currently stand, all three [PENS, GIQ, GEQ-Brockmyer] seem to function as reasonable measures of player engagement in a game.”
- The role of psychology in understanding the impact of computer games (2011, background): “[20] developed a questionnaire based measure of immersion which included affective and cognitive components,”
- The Development and Validation of the Game User Experience Satisfaction Scale (GUESS) (2016, background): “Moreover, there is a tendency for researchers to use immersion syn-onymously with engagement (e.g., Brooks, 2003; Brown & Cairns, 2004; Coomans & Tim-mermans, 1997; Jennett et al., 2008).”