Exploring the User Engagement in Interacting with Game Interfaces

This research investigates and identifies the factors that influence positive user engagement while interacting with games interfaces. In this paper we provide a finding on our experiences with two case studies; 1) A study on the variation of flow experience in different gaming devices (mobile and non-mobile) using Time Tunnel game; and 2)A study of the user engagement by measuring the user experience while interacting with the game interface using The Sims 3 game. From the results, we identify some issues arising from using different platforms such as flow experience on difference game devices, and different user experience and user engagement on game interface. These findings on games interfaces and user engagement offer many avenues for further research, such as manipulating the levels of user engagement through appropriate gaming interface design.

[1]  Franca Garzotto,et al.  Usability, playability, and long-term engagement in computer games , 2009, CHI Extended Abstracts.

[2]  Jesper Juul,et al.  Easy to use and incredibly difficult: on the mythical border between interface and gameplay , 2009, FDG.

[3]  Peta Wyeth,et al.  GameFlow: a model for evaluating player enjoyment in games , 2005, CIE.

[4]  Alissa Nicole Antle,et al.  Are tangibles more fun?: comparing children's enjoyment and engagement using physical, graphical and tangible user interfaces , 2008, TEI.

[5]  Jari Takatalo,et al.  Presence, Involvement, and Flow in Digital Games , 2010, Evaluating User Experience in Games.

[6]  Marc Prensky,et al.  Digital game-based learning , 2000, CIE.

[7]  M. Csíkszentmihályi Flow: The Psychology of Optimal Experience , 1990 .

[8]  Paul A. Cairns,et al.  A grounded investigation of game immersion , 2004, CHI EA '04.

[9]  Alexander E. Voiskounsky,et al.  Playing Online Games: Flow Experience , 2004, PsychNology J..

[10]  José Pablo Zagal,et al.  Measuring Flow Experience of Computer Game Players , 2010, AMCIS.

[11]  Ekaterina Kuts,et al.  Playful User Interfaces: Literature Review and Model for Analysis , 2009, DiGRA Conference.

[12]  E. Toms,et al.  What is user engagement? A conceptual framework for defining user engagement with technology , 2008, J. Assoc. Inf. Sci. Technol..

[13]  Johan F. Hoorn,et al.  Realism is not all! User engagement with task-related interface characters , 2007, Interact. Comput..

[14]  Jeanne H. Brockmyer,et al.  The Development of the Game Engagement Questionnaire: A Measure of Engagement in Video Game Playing: Response to Reviews , 2009, Interacting with computers.

[15]  James Noble,et al.  Video game values: Human-computer interaction and games , 2007, Interact. Comput..

[16]  Andrew Hargadon,et al.  The pleasure principle: immersion, engagement, flow , 2000, HYPERTEXT '00.

[17]  Ernest A. Edmonds,et al.  A study in play, pleasure and interaction design , 2007, DPPI.

[18]  Daniel K. Mayes,et al.  Measuring Engagement in Video Games: A Questionnaire , 2001 .

[19]  Bartholomäus Wissmath,et al.  Playing online games against computer- vs. human-controlled opponents: Effects on presence, flow, and enjoyment , 2008, Comput. Hum. Behav..

[20]  Darryl Charles,et al.  Toward an understanding of flow in video games , 2008, CIE.

[21]  Jennifer R. Whitson,et al.  Neo-immersion: awareness and engagement in gameplay , 2008, Future Play.

[22]  M. Csíkszentmihályi Flow. The Psychology of Optimal Experience. New York (HarperPerennial) 1990. , 1990 .

[23]  Eugenie Shinkle,et al.  'Feel It, Don't Think: the Significance of Affect in the Study of Digital Games , 2005, DiGRA Conference.

[24]  Clint A. Bowers,et al.  An Examination of Flow and Immersion in Games , 2011 .

[25]  Mark Billinghurst,et al.  User experiences with mobile phone camera game interfaces , 2005, MUM '05.