2011
DOI: 10.1155/2011/282345
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Immersion in Computer Games: The Role of Spatial Presence and Flow

Abstract: A main reason to play computer games is the pleasure of being immersed in a mediated world.Spatial presenceandfloware considered key concepts to explain such immersive experiences. However, little attention has been paid to the connection between the two concepts. Thus, we empirically examined the relationship between presence and flow in the context of a computer role-playing game (), a racing game (), and a jump and run game (). In all three studies, factor analysis revealed that presence and flow are distin… Show more

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Cited by 179 publications
(109 citation statements)
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“…These new tests are conducted in a virtual room due to the flexibility to create different tasks and the capacity of the involved users, [10,12,13]. The developed test has been chosen following the next principles: it should evaluate A C C E P T E D M A N U S C R I P T…”
Section: Accepted Manuscriptmentioning
confidence: 99%
“…These new tests are conducted in a virtual room due to the flexibility to create different tasks and the capacity of the involved users, [10,12,13]. The developed test has been chosen following the next principles: it should evaluate A C C E P T E D M A N U S C R I P T…”
Section: Accepted Manuscriptmentioning
confidence: 99%
“…25 Although low skill for low difficulty and higher skill for higher difficulty define FLOW, low skill in a high-difficulty environment leads to frustration or anxiety, and high skill in a low-difficulty environment leads to boredom. 24,26 The presence of a story or narrative accompanied by the player's immersion in 27 or transportation by 28 the story has also been proposed as an indicator of videogame enjoyment, 29 and story offers appealing opportunities to promote behavior change. 30 Thus, an engrossing story in which a player faces increasing challenges and can increase skills quickly enough to overcome the challenges, but not so quickly to get bored by the challenges, appears to provide an important game design structure for enhancing fun or enjoyment.…”
Section: Disentangling Fun and Enjoyment In Exergamesmentioning
confidence: 99%
“…Flow is defined as "the state in which people are so intensely involved in an activity that nothing else seems to matter; the experience itself is so enjoyable that people will do it even at great cost, for the sheer sake of doing it" (Csikszentmihalyi, 1990, p. 4). This differs from the concept of telepresence, used in the preliminary stage of our model, as telepresence refers to the feeling of being there (a feeling of immersion within the environment) (Weibel and Wissmath, 2011), whereas flow refers to the feeling of being involved in an action, engagement and enjoyment (Ghani and Deshpande, 1994). Past studies exploited these constructs in several fields (Bakker et al, 2011;Handelsman et al, 2005;Hu and Hui, 2012).…”
mentioning
confidence: 99%