Immersion in digital games: review of gaming experience research

P Cairns, A Cox, AI Nordin - Handbook of digital games, 2014 - Wiley Online Library
This chapter focuses on the idea of immersion in games as it has consistently proved itself to
be an important component of the experience players seek from games. It reviews the work …

The consolidation of game software engineering: A systematic literature review of software engineering for industry-scale computer games

J Chueca, J Verón, J Font, F Pérez, C Cetina - Information and Software …, 2024 - Elsevier
Abstract Context: Game Software Engineering (GSE) is a branch of Software Engineering
(SE) that focuses on the development of video game applications. In past years, GSE has …

[PDF][PDF] How to evaluate educational games: a systematic

G Petri, CG von Wangenheim - Journal of Universal Computer …, 2016 - researchgate.net
Educational games have been used as an innovative instructional strategy in order to
achieve learning more effectively. However, it is essential to systematically evaluate such …

Revisiting the GameFlow model with detailed heuristics

P Sweetser, D Johnson, P Wyeth - Journal of Creative …, 2012 - eprints.qut.edu.au
The GameFlow model strives to be a general model of player enjoyment, applicable to all
game genres and platforms. Derived from a general set of heuristics for creating enjoyable …

A sco** review of heuristics in videos games research: Definitions, development, application, and operationalisation

A Ozdowska, P Sweetser, M Daiiani - … of the ACM on Human-Computer …, 2023 - dl.acm.org
Heuristics present a cheap and effective way of evaluating usability. However, in video
games, evaluating unique player experiences that are dependent on individual preferences …

Understanding enjoyment in VR games with GameFlow

P Sweetser, Z Rogalewicz, Q Li - … of the 25th ACM Symposium on Virtual …, 2019 - dl.acm.org
In this paper, we report on a work in progress project that aims to understand affordances
and inhibiters of enjoyment in virtual reality (VR) video games. We apply the GameFlow …

Comparing effects of dynamic difficulty adjustment systems on video game experience

D Ang, A Mitchell - Proceedings of the annual symposium on computer …, 2017 - dl.acm.org
Dynamic Difficulty Adjustment (DDA) is used by game designers to adaptively balance game
challenge against player skill during play. While many DDA implementations exist, few …

Using the Phylo Card Game to advance biodiversity conservation in an era of Pokémon

MM Callahan, A Echeverri, D Ng, J Zhao… - Palgrave …, 2019 - nature.com
Broader realization of both increasing biodiversity loss and pressures on ecosystems
worldwide has highlighted the importance of public perceptions of species and the …

Affording enjoyment in VR games: possibilities, pitfalls, and perfection

P Sweetser, Z Rogalewicz - … of the 32nd Australian Conference on …, 2020 - dl.acm.org
In this paper, we present research that aims to understand affordances and inhibitors of
enjoyment in virtual reality (VR) video games. We apply the GameFlow model to analyse VR …

The feedback loop of flow: controlled experiment shows task-relevant feedback increases flow

O Schaffer, X Fang - AIS Transactions on Human-Computer …, 2022 - aisel.aisnet.org
Flow theory suggests three flow conditions lead to flow: optimal challenges, clear goals, and
immediate feedback. Previous research has only confirmed the link between optimal …