Flow and immersion in video games: The aftermath of a conceptual challenge
One of the most pleasurable aspects of video games is their ability to induce immersive
experiences. However, there appears to be a tentative conceptualization of what an …
experiences. However, there appears to be a tentative conceptualization of what an …
A review of the use of psychophysiological methods in game research
This article reviews the psychophysiological method in game research. Psychophysiological
measurements provide an objective, continuous, real-time, noninvasive, precise and …
measurements provide an objective, continuous, real-time, noninvasive, precise and …
Validation of two game experience scales: the player experience of need satisfaction (PENS) and game experience questionnaire (GEQ)
Accurate measurement of the player experience in videogames is key to understanding the
impacts of videogame play, designing and develo** engaging videogames, and …
impacts of videogame play, designing and develo** engaging videogames, and …
Review on portable EEG technology in educational research
J Xu, B Zhong - Computers in Human Behavior, 2018 - Elsevier
This study reviewed recently published scientific literature on the use of portable EEG
technology (PEEGT) in educational research. After systematically searching online …
technology (PEEGT) in educational research. After systematically searching online …
Flow experience in game based learning–a systematic literature review
The entertaining elements implemented in a serious game are key factors in determining
whether a player will be engaged in a play-learn process and able to achieve the desired …
whether a player will be engaged in a play-learn process and able to achieve the desired …
Biofeedback game design: using direct and indirect physiological control to enhance game interaction
Prior work on physiological game interaction has focused on dynamically adapting games
using physiological sensors. In this paper, we propose a classification of direct and indirect …
using physiological sensors. In this paper, we propose a classification of direct and indirect …
A sco** review of flow research
Flow is a gratifying state of deep involvement and absorption that individuals report when
facing a challenging activity and they perceive adequate abilities to cope with it. The flow …
facing a challenging activity and they perceive adequate abilities to cope with it. The flow …
Cybersickness during VR gaming undermines game enjoyment: A mediation model
C Yildirim - Displays, 2019 - Elsevier
Recent advances in virtual reality (VR) technology have ushered in a new era of VR gaming.
While VR gaming experience represents a burgeoning area of research within human …
While VR gaming experience represents a burgeoning area of research within human …
Thinking and doing: Challenge, agency, and the eudaimonic experience in video games
The nascent growth of video games has led to great leaps in technical understanding in how
to create a functional and entertaining play experience. However, the complex, mixed-affect …
to create a functional and entertaining play experience. However, the complex, mixed-affect …
What is 'Being There'? An ontology of the immersive experience
Media allow individuals to feel'whisked away'from their surroundings and absorbed into
another world. Constructs such as immersion, presence, transportation, and flow have been …
another world. Constructs such as immersion, presence, transportation, and flow have been …