Chapter 0 Immersion in Digital Games : a Review of Gaming Experience Research

 Abstract— Immersion is a widely valued experience when playing digital games however it is only one component of the gaming experience. In this chapter, we review our specific approach to immersion in relation to other concepts that are used to describe gaming experiences. These include: concepts that are not specific to games such as flow and attention; generic conceptualizations of the gaming experience of which immersion may form part, such as incorporation; and specific concepts around immersion, engagement and involvement such as presence and other formulations of immersion. To illustrate the sorts of studies being done in this area, we describe one experiment in detail which aims to position immersion in relation to presence. The chapter makes three contributions: a clear formulation of immersion as one aspect of gaming experience; an overview of the state-of-the-art of gaming experience research; and a demonstration of the possibility to achieve an empirically founded understanding of these rich, subjective experiences.

[1]  Anders Drachen,et al.  Methods for Evaluating Gameplay Experience in a Serious Gaming Context , 2010, Int. J. Comput. Sci. Sport.

[2]  Paul A. Cairns,et al.  From immersion to addiction in videogames , 2008, BCS HCI.

[3]  Elena Karahanna,et al.  Time Flies When You're Having Fun: Cognitive Absorption and Beliefs About Information Technology Usage , 2000, MIS Q..

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

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

[6]  Christoph Klimmt,et al.  A Process Model of the Formation of Spatial Presence Experiences , 2007 .

[7]  Paul A. Cairns,et al.  Time perception, immersion and music in videogames , 2010, BCS HCI.

[8]  Katie Salen,et al.  Rules of play: game design fundamentals , 2003 .

[9]  Paul A. Cairns,et al.  Measuring and defining the experience of immersion in games , 2008, Int. J. Hum. Comput. Stud..

[10]  Peta Wyeth,et al.  GameFlow heuristics for designing and evaluating real-time strategy games , 2012, IE '12.

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

[12]  Mel Slater,et al.  The Use of Questionnaire Data in Presence Studies: Do Not Seriously Likert , 2007, PRESENCE: Teleoperators and Virtual Environments.

[13]  Paul A. Cairns,et al.  Effect of touch-screen size on game immersion , 2012, BCS HCI.

[14]  Henry Been-Lirn Duh,et al.  Understanding social interaction in world of warcraft , 2007, ACE '07.

[15]  Frans Mäyrä,et al.  Fundamental Components of the Gameplay Experience: Analysing Immersion , 2005, DiGRA Conference.

[16]  D. Kahneman,et al.  Attention and Effort , 1973 .

[17]  Paul A. Cairns,et al.  Assessing the Core Elements of the Gaming Experience , 2010, Evaluating User Experience in Games.

[18]  Holger Regenbrecht,et al.  Real and Illusory Interactions Enhance Presence in Virtual Environments , 2002, Presence: Teleoperators & Virtual Environments.

[19]  Alan Cooper,et al.  The Inmates are Running the Asylum , 1999, Software-Ergonomie.

[20]  Bill Sullivan,et al.  THE INMATES ARE RUNNING THE ASYLUM , 2000 .

[21]  Charlene Ianthe Jennett,et al.  Is game immersion just another form of selective attention? : an empirical investigation of real world dissociation in computer game immersion , 2010 .

[22]  A. Tellegen,et al.  Openness to absorbing and self-altering experiences ("absorption"), a trait related to hypnotic susceptibility. , 1974, Journal of abnormal psychology.

[23]  Francisco Luis Gutiérrez Vela,et al.  Playability: analysing user experience in video games , 2012, Behav. Inf. Technol..

[24]  Mark Blythe,et al.  Funology:From Usability to Enjoyment , 2003 .

[25]  C. Spence Multisensory attention and tactile information-processing , 2002, Behavioural Brain Research.

[26]  Gavriel Salvendy,et al.  Effects of different scenarios of game difficulty on player immersion , 2010, Interact. Comput..

[27]  Robert J. Moore,et al.  "Alone together?": exploring the social dynamics of massively multiplayer online games , 2006, CHI.

[28]  K. Poels,et al.  "It is always a lot of fun!": exploring dimensions of digital game experience using focus group methodology , 2007, Future Play.

[29]  Dominic Arsenault Dark waters : spotlight on immersion , 2005 .

[30]  G. Calleja In-Game: From Immersion to Incorporation , 2011 .

[31]  Mel Slater,et al.  Presence and The Sixth Sense , 2002, Presence: Teleoperators & Virtual Environments.

[32]  Mel Slater,et al.  Depth of Presence in Virtual Environments , 1994, Presence: Teleoperators & Virtual Environments.

[33]  Xu Sun,et al.  Evaluating user experience of adaptive digital educational games with Activity Theory , 2012, Int. J. Hum. Comput. Stud..

[34]  Paul A. Cairns,et al.  Not doing but thinking: the role of challenge in the gaming experience , 2012, CHI.

[35]  Jenova Chen,et al.  Flow in games (and everything else) , 2007, CACM.

[36]  M. Csíkszentmihályi Finding Flow: The Psychology of Engagement with Everyday Life , 1997 .

[37]  Poika Isokoski,et al.  The usefulness of an immersion questionnaire in game development , 2012, CHI EA '12.

[38]  Karolien Poels,et al.  Characterising and measuring user experiences in digital games , 2007 .

[39]  J. McGonigal Reality Is Broken: Why Games Make Us Better and How They Can Change the World , 2011 .

[40]  Matthew Lombard,et al.  At the Heart of It All: The Concept of Presence , 2006 .

[41]  Ed Diener,et al.  Very Happy People , 2002, Psychological science.

[42]  M. Csíkszentmihályi The flow experience and its significance for human psychology. , 1988 .

[43]  Yvonne de Kort,et al.  Influence of social setting on player experience of digital games , 2008, CHI Extended Abstracts.

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

[45]  Joseph J. LaViola,et al.  Understanding user experience in stereoscopic 3D games , 2012, CHI.

[46]  Michael J. Singer,et al.  Measuring Presence in Virtual Environments: A Presence Questionnaire , 1998, Presence.