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Involvement and presence in digital gaming

, , , , and . NordiCHI '06: Proceedings of the 4th Nordic conference on Human-computer interaction, page 393--396. New York, NY, USA, ACM, (2006)
DOI: http://doi.acm.org/10.1145/1182475.1182520

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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Involvement and presence in digital gaming

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