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Involvement and presence in digital gaming

Published: 14 October 2006 Publication History

Abstract

This study introduces a psychological measurement model for analyzing involvement and presence in digital game context. These two constructs are both theoretically and methodologically well developed in their own fields. The components forming these two constructs are psychologically relevant to our understanding of the evolvement of a user experience in digital gaming. The measurement model is tested with a large data (n=2182) collected from a web-based questionnaire and laboratory experiments among PC and console players. The results show that these two psychological constructs can be extracted from interactive game environments. It is also shown that involvement and presence are different dimensions of a larger psychological entity that describes the way the players adapt themselves psychologically into a game- world.

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  • (2021)Tertiary Student Experiences With Digital Language Games for Enhancing the English LanguageInternational Journal of Game-Based Learning10.4018/IJGBL.28782612:1(1-18)Online publication date: 26-Nov-2021
  • (2019)The Surrogate Body in PlayProceedings of the Annual Symposium on Computer-Human Interaction in Play10.1145/3311350.3347189(397-411)Online publication date: 17-Oct-2019
  • (2018)The Dream is CollapsingProceedings of the 2018 CHI Conference on Human Factors in Computing Systems10.1145/3173574.3174057(1-13)Online publication date: 21-Apr-2018
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cover image ACM Other conferences
NordiCHI '06: Proceedings of the 4th Nordic conference on Human-computer interaction: changing roles
October 2006
517 pages
ISBN:1595933255
DOI:10.1145/1182475
Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

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Association for Computing Machinery

New York, NY, United States

Publication History

Published: 14 October 2006

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  1. games
  2. measurement
  3. user experience

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Overall Acceptance Rate 379 of 1,572 submissions, 24%

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Cited By

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  • (2021)Tertiary Student Experiences With Digital Language Games for Enhancing the English LanguageInternational Journal of Game-Based Learning10.4018/IJGBL.28782612:1(1-18)Online publication date: 26-Nov-2021
  • (2019)The Surrogate Body in PlayProceedings of the Annual Symposium on Computer-Human Interaction in Play10.1145/3311350.3347189(397-411)Online publication date: 17-Oct-2019
  • (2018)The Dream is CollapsingProceedings of the 2018 CHI Conference on Human Factors in Computing Systems10.1145/3173574.3174057(1-13)Online publication date: 21-Apr-2018
  • (2016)Exploring the Impact of Free-Form and Structured Digital Games on the Player Experience of Kindergarten and Primary School StudentsHandbook of Research on Gaming Trends in P-12 Education10.4018/978-1-4666-9629-7.ch019(394-420)Online publication date: 2016
  • (2016)The Development and Validation of the Game User Experience Satisfaction Scale (GUESS)Human Factors: The Journal of the Human Factors and Ergonomics Society10.1177/001872081666964658:8(1217-1247)Online publication date: 27-Sep-2016
  • (2016)Operationalization and Measurement of Evaluation ConstructsEntertainment Computing and Serious Games10.1007/978-3-319-46152-6_13(306-331)Online publication date: 6-Oct-2016
  • (2015)Understanding Presence, Involvement, and Flow in Digital GamesGame User Experience Evaluation10.1007/978-3-319-15985-0_5(87-111)Online publication date: 5-Jun-2015
  • (2012)Team Identification, Team Performance and Leader-Member Exchange Relationships in Virtual GroupsTechnical, Social, and Legal Issues in Virtual Communities10.4018/978-1-4666-1553-3.ch003(36-51)Online publication date: 2012
  • (2012)Subjective measures of presence and discomfort in viewers of color‐separation‐based stereoscopic cinemaJournal of the Society for Information Display10.1889/JSID17.5.45917:5(459-466)Online publication date: 18-Jun-2012
  • (2012)Subjective experiences of watching stereoscopic Avatar and U2 3D in a cinemaJournal of Electronic Imaging10.1117/1.JEI.21.1.01100621:1(011006)Online publication date: 22-Feb-2012
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