A grounded investigation of game immersion
By Emily Brown, Paul A. Cairns. CHI EA '04, 2004
1,282 citations recorded by the source corpus.
Subfields: Artificial Intelligence, Developmental and Educational Psychology, Sociology and Political Science
View Paper: https://www.semanticscholar.org/paper/f060a681224c3f4d4a1dc84c9bae074ce4a1de4b
How researchers see this paper
The researchers whose trusted networks rank it highest, strongest advocate first. Every researcher gets a different order.
In Artificial Intelligence
- Heather L. O'Brien
- Elaine G. Toms
- Nadia Bianchi-Berthouze
- Whan Woong Kim
- Darshak Patel
- Mikki Hoang Phan
- Susan Michie
- Paul A. Cairns
In Developmental and Educational Psychology
- Heather L. O'Brien
- Elaine G. Toms
- Robert West
- Nadia Bianchi-Berthouze
- Whan Woong Kim
- Darshak Patel
- Lennart E. Nacke
- Renaud Lunardo
In Sociology and Political Science
- Heather L. O'Brien
- Susan Michie
- Robert West
- Ann Blandford
- Olga Perski
- Elaine G. Toms
- Tom L. Roberts Jr.
- Nadia Bianchi-Berthouze
Citations in the corpus
- What is user engagement? A conceptual framework for defining user engagement with technology (2008, positive): “Previous studies indicate that engagement consists of system feedback, user control (Brown & Cairns, 2004), attention, motivation (Chapman, 1997), and the ability of the system to challenge individuals at levels appropriate to their knowledge and skills (Skelly, Fries, Linnett, Nass, & Reeves,…”
- GameFlow: a model for evaluating player enjoyment in games (2005, background): “The game becomes the most important part of the player s attention and their emotions are directly affected by the game [Brown and Cairns 2004].”
- Gameful Experience in Gamification: Construction and Validation of a Gameful Experience Scale [GAMEX] (2018, background): “” It is considered a precondition of flow and is often used instead of flow to describe the gaming experience, because it represents a non-optimal state that is less extreme than flow (Brown and Cairns 2004; Ermi and Mäyrä 2005; Jennett et al. 2008).”
- Fundamental Components of the Gameplay Experience: Analysing Immersion (2005, background): “Brown and Cairns [3] see total immersion as a synonym for presence.”
- Conceptualising engagement with digital behaviour change interventions: a systematic review using principles from critical interpretive synthesis (2016, background): “Message tone, which refers to the terminology and wording used to communicate health messages [92, 101], and narrative [43, 50, 65, 103, 125, 140], referring to the presence of a storyline, have been hypothesised to positively influence engagement.”
- Characterising and measuring user experiences in digital games (2007, positive): “In the absence of any agreed upon definition, Brown and Cairns [2] performed a number of interviews with gamers to find out what they mean when talking about immersion.”
- Achieving Immersion in the Tourism Experience: The Role of Autonomy, Temporal Dissociation, and Reactance (2020, background): “They are described as detached and highly concentrated on the activity at hand that becomes the focal point of their thoughts and feelings (Brown and Cairns 2004).”
- Measuring and defining the experience of immersion in games (2008, background): “" When you stop thinking about the fact that you're playing a computer game and you're just in a computer " (Brown & Cairns, 2004).”
- Flow and immersion in first-person shooters: measuring the player's gameplay experience (2008, background): “A qualitative study conducted by Brown and Cairns [3] analyzed players’ feelings towards their favorite game and led them to propose three gradual and successive levels of player immersion: engagement, engrossment, and total immersion.”
- Immersion revisited: A review of existing definitions of immersion and their relation to different theories of presence (2016, neutral): “These domains include, but are not limited to, VE research (Slater, 2003; Witmer & Singer, 1998), video game studies (Adams & Rollings, 2006; Brown & Cairns, 2004; McMahan, 2003), film studies (Rooney, Benson, & Hennessy, 2012; Visch, Tan, & Molenaar, 2010), music studies (Dura, 2006; Ihde, 2007),…”
- Development and validation of the player experience inventory: A scale to measure player experiences at the level of functional and psychosocial consequences (2020, background): “…specific desired psychological states associated with gameplay, such as flow Csikszentmihalyi (1990); Csikszentmihalyi and Bennett (1971), immersion Brown and Cairns (2004); Ermi and Mäyrä (2005), cognitive absorption Agarwal and Karahanna (2000), presence Bracken and Skalski (2010); Takatalo et…”
- The Development and Validation of the Game User Experience Satisfaction Scale (GUESS) (2016, background): “In the field of video games, there is a lack of consensus on the concrete definition of engagement (e.g., Brown & Cairns, 2004; Downs, Vetere, Howard, & Loughnan, 2013; Jones, 1998; Mayes & Cotton, 2001).”
- Does Body Movement Engage You More in Digital Game Play? and Why? (2007, methodology): “Given a similar GITQ score and the fact that engagement is considered the first step in immersion [10], the higher correlation obtained in the G condition demonstrates that the guitar-shaped controller enhanced the level of engagement the participants experienced.”
- Taking "Fun and Games" Seriously: Proposing the Hedonic-Motivation System Adoption Model (HMSAM) (2012, background): “Because immersion is the consequence of multiple stages of increased attention over time (see for e.g., Brown & Cairns, 2004; Chen, 2007; Ermi & Mäyrä, 2005; Jennett et al., 2008; Weibel et al., 2008; Wild et al., 1995; Witmer & Singer, 1998), increases in curiosity in an HMS context should lead to…”