The Experiential Dimensions of Two Different Digital Games

A framework is introduced for measuring user experience in virtual environments (VEs). It has been developed in various VEs (e.g. CAVE tm ) and applied here to two different digital games played with PC and two different displays. The framework integrates basic psychological constructs considered to be essential in creation of human experience in virtual environments. Included are perceptual-attentive, cognitive-emotional and motivational constructs. These constructs have previously been used in various presence and flow studies. In this study following four dimensions represent these constructs: Physical presence, Emotional involvement, Situational involvement and Performance competence. The results show how these dimensions vary across two different types of computer games played in two different displays. The role of the presence as a part of the human experience in VEs is also considered.

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