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International Journal of Computer Games Technology
Volume 2017, Article ID 7363925, 10 pages
https://doi.org/10.1155/2017/7363925
Research Article

Engagement in Games: Developing an Instrument to Measure Consumer Videogame Engagement and Its Validation

1Department of Management and Humanities, Universiti Teknologi PETRONAS, Tronoh, Malaysia
2Research Group Entertainment Computing, University of Vienna, Vienna, Austria

Correspondence should be addressed to Amir Zaib Abbasi; moc.liamg@isabba.biaz.rimaa

Received 25 August 2016; Revised 22 December 2016; Accepted 10 January 2017; Published 31 January 2017

Academic Editor: Kok W. Wong

Copyright © 2017 Amir Zaib Abbasi et al. 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 [4 citations]

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

  • 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
  • Amir Zaib Abbasi, Ding Hooi Ting, Helmut Hlavacs, Liliana Vale Costa, and Ana Isabel Veloso, “An Empirical Validation of Consumer Video Game Engagement: A Playful-Consumption Experience Approach,” Entertainment Computing, 2018. View at Publisher · View at Google Scholar
  • Tore Gulden, “Engagement by lamination of autopoietic concentric interaction systems in games: A study of football and Pokémon GO,” Human Technology, vol. 14, no. 1, pp. 96–134, 2018. View at Publisher · View at Google Scholar
  • Carlo Fabricatore, Dimitar Gyaurov, and Ximena Lopez, “An exploratory study of the relationship between meaning-making and quality in games,” Multimedia Tools and Applications, 2019. View at Publisher · View at Google Scholar