Table of Contents Author Guidelines Submit a Manuscript
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.

Linked References

  1. L. Ermi and F. Mayra, “Changing views: worlds in play,” in Proceedings of the 2nd International Conference on Digital Games Research Association (DiGRA '05), S. de Castell and J. Jenson, Eds., pp. 15–27, Vancouver, Canada, June 2005.
  2. T. Chown, “Review: Championship Manager 00/01,” 2000, http://www.gamesdomain.co.uk/gdreview/zones/reviews/pc/nov00/cm001.html.
  3. E. Swing, “Adding immersion to collaborative tools,” in Proceedings of the 5th Symposium on the Virtual Reality Modeling Language (VRML '00), pp. 63–68, February 2000. View at Scopus
  4. A. Radford, “Games and learning about form in architecture,” Automation in Construction, vol. 9, no. 4, pp. 379–385, 2000. View at Publisher · View at Google Scholar · View at Scopus
  5. F. Housten, “Review: Thief: The Dark Project,” 1998, http://gamesdomain.com/gdreview/zones/pc/dec98/thief.html.
  6. D. Benge, “Review: Sanatorium,” http://www.gamesdomain.co.uk/gdreview/zones/reviews/pc/jun98/sanity.html.
  7. L. Nacke and C. A. Lindley, “Flow and immersion in first-person shooters: measuring the player's gameplay experience,” in Proceedings of the Conference on Future Play: Research, Play, Share, pp. 81–88, Toronto, Canada, 2008.
  8. E. Brown and P. Cairns, “A grounded investigation of game immersion,” in Extended Abstracts on Human Factors and Computing Systems (CHI '04), pp. 1297–1300, ACM Press, Vienna, Austria, April 2004.
  9. L. Nacke and C. A. Lindley, “Flow and immersion in first-person shooters: measuring the player's gameplay experience,” in Proceedings of the Conference on Future Play: Research, Play, Share, Future Play, pp. 81–88, November 2008. View at Publisher · View at Google Scholar
  10. Y. Douglas and A. Hargadon, “The pleasure principle: immersion, engagement, flow,” in Proceedings of the 11th Conference on Hypertext and Hypermedia, pp. 153–160, 2000.
  11. B. Paras and J. Bizzocchi, “Game, motivation, and effective learning: an integrated model for educational game design,” in Proceedings of the 2nd International Conference on Digital Games Research Association (DiGRA '05), Vancouver, Canada, June 2005.
  12. J. Reid, E. Geelhoed, R. Hull, K. Cater, and B. Clayton, “Parallel worlds: immersion in location-based experiences,” in Extended Abstracts on Human Factors in Computing Systems (CHI '05), pp. 1733–1736, Portland, Ore, USA, 2005.
  13. D. Weibel, B. Wissmath, S. Habegger, Y. Steiner, and R. Groner, “Playing online games against computer- vs. human-controlled opponents: effects on presence, flow, and enjoyment,” Computers in Human Behavior, vol. 24, no. 5, pp. 2274–2291, 2008. View at Publisher · View at Google Scholar
  14. M. Csikszentmihalyi, Flow: The Psychology of Optimal Experience, Harper Perennial, New York, NY, USA, 1990.
  15. M. Csikszentmihalyi, “The future of flow,” in Optimal Experience: Psychological Studies of Flow in Consciousness, M. Csikszentmihalyi and I. S. Csikszentmihalyi, Eds., pp. 364–383, Cambridge University Press, New York, NY, USA, 1988. View at Google Scholar
  16. M. Csikszentmihalyi, “The flow experience and its significance for human psychology,” in Optimal Experience: Psychological Studies of Flow in Consciousness, M. Csikszentmihalyi and I. S. Csikszentmihalyi, Eds., pp. 15–35, Cambridge University Press, New York, NY, USA, 1988. View at Google Scholar
  17. M. Csikszentmihalyi, Finding Flow: The Psychology of Engagement with Everyday Life, Basic Books, New York, NY, USA, 1997.
  18. M. Blythe and M. Hassenzahl, “The semantics of fun: differentiating enjoyable experiences,” in Funology: From Usability to Enjoyment, M. A. Blythe, K. Overbeeke, A. F. Monk, and P. C. Wright, Eds., pp. 91–100, Kluwer Academic Publishers, Dordrecht, The Netherlands, 2003. View at Google Scholar
  19. J. Murray, Hamlet on the Holodeck: The Future of Narrative in Cyberspace, The MIT Press, Cambridge, UK, 1997.
  20. E. Patrick, D. Cosgrove, A. Slavkovic, J. A. Rode, T. Verratti, and G. Chiselko, “Using a large projection screen as an alternative to head-mounted displays for virtual environments,” in Proceedings of the SIGCHI Conference on Human Factors in Computing Systems, pp. 478–485, The Hague, The Netherlands, 2000. View at Publisher · View at Google Scholar
  21. D. Freeman, “Creating emotion in games: the craft and art of Emotioneering,” Computers in Entertainment, vol. 2, no. 3, pp. 15–15, 2004. View at Google Scholar
  22. M. Lombard and T. Ditton, “At the heart of it all: the concept of presence,” Journal of Computer-Mediated Communication, vol. 3, no. 2, 1997. View at Google Scholar
  23. A. Järvinen, S. Heliö, and F. Mäyrä, “Communication and community in digital entertainment services: prestudy,” Tech. Rep. Hypermedia Laboratory Net Series 2, University of Tampere, Tampere, Fla, USA, 2002, http://tampub.uta.fi/tup/951-44-5432-4.pdf. View at Google Scholar
  24. R. Rettie, “An exploration of flow during internet use,” Internet Research, vol. 11, no. 2, pp. 103–113, 2001. View at Publisher · View at Google Scholar
  25. M. Csikszentmihalyi, Flow and the Psychology of Discovery and Invention, Harper Perennial, New York, NY, USA, 1997.
  26. T. P. Novak, D. L. Hoffman, and Y. F. Yung, “Measuring the customer experience in online environments: a structural modeling approach,” Marketing Science, vol. 19, no. 1, pp. 22–42, 2000. View at Google Scholar
  27. M. Csikszentmihalyi, Beyond Boredom and Anxiety, Jossey-Bass, San Francisco, Calif, USA, 1975.
  28. Y. Y. Kim, S. Oh, and H. Lee, “What makes people experience flow? Social characteristics of online games,” International Journal of Advanced Media and Communication, vol. 1, no. 1, pp. 76–91, 2005. View at Publisher · View at Google Scholar
  29. M. Liljedahl, N. Papworth, and S. Lindberg, “Beowulf—an audio mostly game,” in Proceedings of the International Conference on Advances in Computer Entertainment Technology (ACE '07), vol. 203, pp. 200–203, 2007.
  30. T. Drewes, E. Mynatt, and M. Gandy, “Sleuth: an audio experience,” in Proceedings of International Conference on Auditory Display (ICAD '00), Atlanta, Ga, USA, April 2000.
  31. J. C. Nunally, Psychometric Theory, McGraw-Hill, New York, NY, USA, 1978.
  32. C. Fornell and D. F. Larcker, “Evaluating structural equation models with unobservable variables and measurement error,” Journal of Marketing Research, vol. 18, no. 1, pp. 39–50, 1981. View at Google Scholar
  33. L. S. Aiken and S. G. West, Multiple Regression: Testing and Interpreting Interactions, Sage, Newbury Park, Calif, USA, 1991.
  34. R. M. Baron and D. A. Kenny, “The moderator-mediator variable distinction in social psychological research. Conceptual, strategic, and statistical considerations,” Journal of Personality and Social Psychology, vol. 51, no. 6, pp. 1173–1182, 1986. View at Publisher · View at Google Scholar