The DOI matches its Crossref record; 1 of the 1 references it cites were found in a registry or an index.
Flow and immersion in first-person shooters: measuring the player's gameplay experience
Open accessAbstract
Researching experiential phenomena is a challenging undertaking, given the sheer variety of experiences that are described by gamers and missing a formal taxonomy: flow, immersion, boredom, excitement, challenge, and fun. These informal terms require scientific explanation, which amounts to providing measurable criteria for different experiential states. This paper reports the results of an experimental psychophysiological study investigating different traits of gameplay experience using subjective and objective measures. Participants played three Half-Life 2 game modifications while being measured with electroencephalography, electrocardiography, electromyography, galvanic skin response and eye tracking equipment. In addition, questionnaire responses were collected after each play session. A level designed for combat-oriented flow experience demonstrated measurable high-arousal positive affect emotions. The positive correlation between subjective and objective indicators of gameplay experience shows the great potential of the method presented here for providing real-time emotional profiles of gameplay that may be correlated with self-reported subjective descriptions.
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Cites
Looking at pictures: Affective, facial, visceral, and behavioral reactions
LANG, P. J., GREENWALD, M. K., BRADLEY, M. M., & HAMM, A. O. (1993) · Psychophysiology · doi:10.1111/j.1469-8986.1993.tb03352.x · Cited by 3,190
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The Differential Susceptibility to Media Effects Model
Valkenburg, P. M., & Peter, J. (2013) · Journal of Communication · doi:10.1111/jcom.12024 · Cited by 1,340
A systematic review of quantitative studies on the enjoyment of digital entertainment games
Mekler, E. D., Bopp, J. A., Tuch, A. N., & Opwis, K. (2014) · Proceedings of the SIGCHI Conference on Human Factors in Computing Systems · doi:10.1145/2556288.2557078 · Cited by 211
Dynamic difficulty using brain metrics of workload
Afergan, D., Peck, E. M., Solovey, E. T., Jenkins, A., Hincks, S. W., Brown, E. T., Chang, R., & Jacob, R. J. K. (2014) · Proceedings of the SIGCHI Conference on Human Factors in Computing Systems · doi:10.1145/2556288.2557230 · Cited by 148
Capturing user engagement via psychophysiology: measures and mechanisms for biocybernetic adaptation
Fairclough, S. H., Gilleade, K., Ewing, K. C., & Roberts, J. (2013) · International Journal of Autonomous and Adaptive Communications Systems · doi:10.1504/ijaacs.2013.050694 · Cited by 60
Play-Personas: Behaviours and Belief Systems in User-Centred Game Design
Canossa, A., & Drachen, A. (2009) · Lecture Notes in Computer Science · doi:10.1007/978-3-642-03658-3_55 · Cited by 34
Metadata
- Authors
- Nacke, L., & Lindley, C. A.
- Venue
- Proceedings of the 2008 Conference on Future Play: Research, Play, Share
- Publisher
- ACM
- Published
- 2008-11-03
- Pages
- 81-88
- OpenAlex
- W2158378323
- Cited by
- 327
- References
- 1
- FWCI
- 33.70
- Type
- conference paper
- Language
- en
- Open access
- green
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- Nacke, L., & Lindley, C. A. (2008). Flow and immersion in first-person shooters: measuring the player's gameplay experience. Proceedings of the 2008 Conference on Future Play: Research, Play, Share. https://doi.org/10.1145/1496984.1496998
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