| Factors | Description | Sources |
| Game goals | Game designer provides what type of experience for players Players pursue game goals | [8, 14–17, 60–63] | Game mechanism | Refers to the methods prompting players to achieve the designer goals and enables smooth functioning of the virtual world | [16, 17, 60, 61] | Interaction | Player operations that trigger the computer to generate related responses, including the interactions and conflicts between players and computers | [8, 16, 18–21, 60, 62, 64] | Freedom | An open game system that allows for player autonomy, including individual services such as the avatar | [8, 61, 62] | Game Fantasy | Refers to environmental contexts that provide virtual world imagery | [28, 30, 61, 65] | Narrative | Describes what occurs in the virtual world | [16, 17, 30, 60] | Sensation | Multimedia presentation of the virtual world | [17, 19, 28, 30, 61] | Game value | Promotes players to increase their game motivation | [8, 16] | Challenges | Refers to player efforts toward the game or personal goals | [8, 16, 17, 19, 61, 62] | Sociality | The interaction between people through the game system including communication, cooperation, competition, and conflict | [15, 16, 19, 47, 62, 63] | Mystery | Refers to providing a novel experience for players, including curiosity and exploration | [15, 47, 61] |
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