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International Journal of Computer Games Technology
Volume 2010, Article ID 613931, 11 pages
http://dx.doi.org/10.1155/2010/613931
Research Article

Immersion and Gameplay Experience: A Contingency Framework

1Department of Business Administration and Social Sciences (IES), Luleå University of Technology, 971 87 Luleå, Sweden
2Interactive Institute, Sonic Studio, Acusticum 4, 941 28 Piteå, Sweden

Received 16 February 2010; Revised 2 September 2010; Accepted 17 November 2010

Academic Editor: Michael Katchabaw

Copyright © 2010 Daniel Örtqvist and Mats Liljedahl. This is an open access article distributed under the Creative Commons Attribution License, which permits unrestricted use, distribution, and reproduction in any medium, provided the original work is properly cited.

Citations to this Article [9 citations]

The following is the list of published articles that have cited the current article.

  • Hans-Peter Gasselseder, “Those who played were listening to the music? Immersion and dynamic music in the ludonarrative,” 2014 4th International Workshop on Cognitive Information Processing (CIP), pp. 1–8, . View at Publisher · View at Google Scholar
  • Ricardo Javier Rademacher Mena, “Player types, play styles, and play complexity: Updating the entertainment grid,” International Journal of Game-Based Learning, vol. 2, no. 2, pp. 75–89, 2012. View at Publisher · View at Google Scholar
  • Hans-Peter Gasselseder, “Dynamic music and immersion in the action-adventure an empirical investigation,” ACM International Conference Proceeding Series, vol. 2014-, no. October, 2014. View at Publisher · View at Google Scholar
  • Shaw Bronner, Russell Pinsker, Rutika Naik, and J. Adam Noah, “Physiological and psychophysiological responses to an exer-game training protocol,” Journal of Science and Medicine in Sport, 2015. View at Publisher · View at Google Scholar
  • Hans-Peter Gasselseder, “Re-sequencing the ludic orchestra: Evaluating the immersive effects of dynamic music and situational context in video games,” Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics), vol. 9186, pp. 458–469, 2015. View at Publisher · View at Google Scholar
  • Yiannis Georgiou, and Eleni A. Kyza, “The development and validation of the ARI questionnaire: An instrument for measuring immersion in location-based AR,” International Journal of Human-Computer Studies, 2016. View at Publisher · View at Google Scholar
  • Zarwina Yusoff, Amirrudin Kamsin, Shahaboddin Shamshirband, and Anthony T. Chronopoulos, “A survey of educational games as interaction design tools for affective learning: Thematic analysis taxonomy,” Education and Information Technologies, 2017. View at Publisher · View at Google Scholar
  • Chen Shu-Hui, Wu Wann-Yih, and Jason Dennison, “Validation of EGameFlow,” Computers in Entertainment, vol. 16, no. 3, pp. 1–15, 2018. View at Publisher · View at Google Scholar
  • Yiing Y’ng Ng, Chee Weng Khong, and Robert Jeyakumar Nathan, “Evaluating Affective User-Centered Design of Video Games Using Qualitative Methods,” International Journal of Computer Games Technology, vol. 2018, pp. 1–13, 2018. View at Publisher · View at Google Scholar