Flow and immersion in video games: The aftermath of a conceptual challenge

L Michailidis, E Balaguer-Ballester, X He - Frontiers in psychology, 2018 - frontiersin.org
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 …

A review of the use of psychophysiological methods in game research

JM Kivikangas, G Chanel, B Cowley… - journal of gaming & …, 2011 - intellectdiscover.com
This article reviews the psychophysiological method in game research. Psychophysiological
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)

D Johnson, MJ Gardner, R Perry - International Journal of Human …, 2018 - Elsevier
Accurate measurement of the player experience in videogames is key to understanding the
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 …

Flow experience in game based learning–a systematic literature review

A Perttula, K Kiili, A Lindstedt, P Tuomi - 2017 - trepo.tuni.fi
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 …

Biofeedback game design: using direct and indirect physiological control to enhance game interaction

LE Nacke, M Kalyn, C Lough, RL Mandryk - Proceedings of the SIGCHI …, 2011 - dl.acm.org
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 …

A sco** review of flow research

C Peifer, G Wolters, L Harmat, J Heutte, J Tan… - Frontiers in …, 2022 - frontiersin.org
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 …

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 …

Thinking and doing: Challenge, agency, and the eudaimonic experience in video games

T Cole, M Gillies - Games and Culture, 2021 - journals.sagepub.com
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 …

What is 'Being There'? An ontology of the immersive experience

C Chen, X Hu, J Fisher - Annals of the International …, 2024 - academic.oup.com
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 …