The relationships between the structural video game characteristics, video game engagement and happiness among individuals who play video games
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“…play video games for more immediate reasons such as escapism, achievement, to experience a state of flow, and to satisfy addiction (Hilgard, Engelhardt, & Bartholow, 2013; King, Delfabbro, & Griffiths, 2010; Kneer & Glock, 2013; Ting-Jui & Chih-Chen, 2003; Yee, Ducheneaut, & Nelson, 2012).”
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“Recently, few authors such as Laffan, Greaney [23] have studied the impact of happiness on videogame involvement but the results were not significant.”
BackgroundE-Learning Gamification Model using Video Game Elements that Influence Engagement or Addiction
Rahayu, F. S., Nugroho, L. E., & Ferdiana, R. (2022) · International Seminar on Intelligent Technology and Its Applications · doi:10.1109/isitia56226.2022.9855202 · Cited by 4 · see citing works
“Another study revealed that presentation and punishment features significantly predicted video game engagement with users experiencing higher levels of flow [28].”
BackgroundAbbasi, A. Z., Fayyaz, M. S., Abbasi, G. A., Rather, R. A., & Hussain, A. (2025) · Acta Psychologica · doi:10.1016/j.actpsy.2025.105632 · Cited by 4 · see citing works
“Videogame engagement implies the process of gamers reaching out to the game, illustrated in their emotional, behavioral, cognitive, social, and sensorial behavior (Laffan et al., 2016).”
Carmona, A., Carbonell, X., & Fúster, H. (2023) · Aloma: revista de psicologia, ciències de l'educació i de l'esport Blanquerna · doi:10.51698/aloma.2023.41.2.37-48 · Cited by 3 · see citing works
“Los jugadores que los usan tienen más posibilidades de desarrollar adicción a los videojuegos (Laffan et al., 2016).”
BackgroundEducation Viruses That Agonizing Education Systems Components
Gelen, İ. (2020) · World Journal of Education · doi:10.5430/wje.v10n6p97 · Cited by 3 · see citing works
Rahayu, F. S., Nugroho, L. E., & Ferdiana, R. (2023) · AIP conference proceedings · doi:10.1063/5.0124797 · Cited by 3 · see citing works
Tong, S., Li, L., Zhang, Y., Ren, W., & Pu, F. (2025) · JMIR Serious Games · doi:10.2196/76278 · Cited by 2 · see citing works
Schlimm, J., Mereu, S., & Breuer, C. (2024) · International Journal of Sports Marketing and Sponsorship · doi:10.1108/ijsms-06-2024-0135 · Cited by 2 · see citing works
Fu, D., Zhou, N., & Liu, Z. (2025) · Asian Journal of Communication · doi:10.1080/01292986.2025.2594802 · Cited by 1 · see citing works
“Aesthetic choices, including color palettes, environmental design, and character style, along with high-quality audio and visual elements, also strongly influence enjoyment and engagement (Laffan et al., 2016; Wang et al., 2009).”
The need for game-based learning methods to address cyber threats
Andrews, G., Balakrishna, C., & Mikroyannidis, A. (2023) · European Conference on Games Based Learning · doi:10.34190/ecgbl.17.1.1432 · Cited by 1 · see citing works
Seven-year-olds’ imaginative engagement with play in non-virtual and virtual contexts
Hashmi, S. (2018) · ORCA Online Research @Cardiff (Cardiff University) · Cited by 1 · see citing works
Antecedents of Gacha Gaming Intention: Extending UTAUT2 with Structural Video Game CharacteristicsPreprint
Kesuma, A. E., & Princes, E. (2023) · SSRN Electronic Journal · doi:10.2139/ssrn.4600008 · Cited by 1 · see citing works
Educational game design: game elements for promoting engagementPreprint
He, A. (2017) · arXiv.org · doi:10.48550/arxiv.1709.09931 · Cited by 1 · see citing works
Analysis of the Sleep Disorders in Students Under the Effect of Computer Games and Video Films
Mezianaya, K. (2018) · American Journal of Psychiatry and Neuroscience · doi:10.11648/j.ajpn.20180603.13
“Modern multi-user computer games and social networks form a new environment for communicative and entertaining activities [4].”
BackgroundTutorial Serious Game for Demonstrating Demand Response in an Energy Community
Nykyri, M., Kärkkäinen, T. J., Annala, S., et al. (2023) · IEEE PES Innovative Smart Grid Technologies Europe · doi:10.1109/isgteurope56780.2023.10407502
“Game difficulty by, e.g., introducing punishment features in the game when played poorly, is also shown to have an effect on getting the player into a “flow” state [24].”
BackgroundRahayu, F. S. (2025) · International Conference on e-Education, e-Business, e-Management and e-Learning · doi:10.1109/ic4e65071.2025.11075316
“The gamification elements selection was based on King’s taxonomy of the structural characteristics of video games [26] and some previous work [27][28][29][30].”
Ike, T. C., Yi, N. K. H., & Shaker, V. (2025) · Lecture notes in networks and systems · doi:10.1007/978-981-96-5214-3_35
Data Driven Development Persona for Video Game Based on Player Logs
Rahardian, R. S., Sabariah, M. K., & Husen, J. H. (2025) · International Conference on Software Engineering and Information Technology (ICoSEIT) · doi:10.1109/icoseit67010.2025.11290995
“However, as highlighted by Derek Philip, Brenner and John DeLamater; this approach carries the risk of bias, which can reduce data quality [4] [5].”
A systematic literature review of the application of UTAUT series models on hedonic gameplay
Liu, Y., Liu, J., Tan, S., et al. (2026) · Entertainment Computing · doi:10.1016/j.entcom.2026.101145
The impact of gamification on learning outcomes in virtual museums
Yang, Y., Jiang, N.-P., Zhang, H., Shen, H., & Yang, H. (2026) · Journal of Hospitality, Leisure, Sport & Tourism Education · doi:10.1016/j.jhlste.2026.100629
- Authors
- Laffan, D. A., Greaney, J., Barton, H., & Kaye, L. K.
- Affiliations
- Dún Laoghaire Institute of Art, Design and Technology (IE)
- Edge Hill University (GB)
- Corresponding author
- Laffan, Derek A.
- Venue
- Computers in Human Behavior
- Publisher
- Elsevier BV
- Published
- 2016-12
- Volume
- 65
- Pages
- 544-549
- ISSN
- 0747-5632 (ISSN-L)
- OpenAlex
- W2519627322
- Cited by
- 51
- References
- 66
- Citations by year
- 2026: 2 · 2025: 8 · 2024: 6 · 2023: 7 · 2022: 7 · 2021: 2 · 2020: 6 · 2019: 3 · 2018: 6 · 2017: 4
- FWCI
- 10.14
- Type
- journal article
- Language
- en
- Open access
- Licence
- Locations
- Computers in Human Behavior (publishedVersion)
- Edge Hill University Research Information Repository (Edge Hill University) (submittedVersion, cc-by-nc-nd)
- Edge Hill University (submittedVersion)
- Topics
- Social Sciences › Psychology › Developmental and Educational Psychology › Flow Experience in Various Fields
- Social Sciences › Sociology and Political Science › Digital Games and Media
- Social Sciences › Psychology › Developmental and Educational Psychology › Educational Games and Gamification
- Keywords
- video games, game features, flow experience, immersion, video game engagement, happiness, social features, game difficulty, effort
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