Computers as theatre
Interaction design at the Utrecht School of the Arts
ACM SIGCHI Bulletin
Audience engagement in multimedia presentations
ACM SIGMIS Database
International Journal of Human-Computer Studies
Contextual Virtual Interaction as Part of Ubiquitous Game Design and Development
Personal and Ubiquitous Computing
Multimedia user interface design
The human-computer interaction handbook
Engagement in Multimedia Training Systems
HICSS '99 Proceedings of the Thirty-Second Annual Hawaii International Conference on System Sciences-Volume 1 - Volume 1
A person-artefact-task (PAT) model of flow antecedents in computer-mediated environments
International Journal of Human-Computer Studies - Special issue on HCI and MIS
Using heuristics to evaluate the playability of games
CHI '04 Extended Abstracts on Human Factors in Computing Systems
ISH and the search for resonant tangible interaction
Personal and Ubiquitous Computing
Marrying HCI/Usability and computer games: a preliminary look
Proceedings of the third Nordic conference on Human-computer interaction
Current practice in measuring usability: Challenges to usability studies and research
International Journal of Human-Computer Studies
The interplay of beauty, goodness, and usability in interactive products
Human-Computer Interaction
Developing an Adaptive Memory Game for Seniors
Proceedings of the 2nd International Conference on Fun and Games
Personal and Ubiquitous Computing
Proceedings of the seventh ACM conference on Creativity and cognition
AULURA: engaging users with ambient persuasive technology
AmI'11 Proceedings of the Second international conference on Ambient Intelligence
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This study examines how digital products can be designed towards increased levels of experienced engagement. An experiment was conducted in which 24 participants were asked to interact with a videogame that varied in behavior and appearance aspects during experiential and goal-directed tasks. Behavioral aspects were manipulated by varying the amount of possibilities in the game that also affected the complexity in human action. Appearance aspects were manipulated by varying the colorfulness, detail and asymmetry within the visual design. During experiential tasks participants were free to explore the game and during goal-directed tasks participants were given a goal that had to be completed as efficiently as possible. Results indicate that experienced engagement is based upon the extent the game provided rich experiences and by the extent the game provided a sense of control. Based on these results, recommendations for designing engaging interactions with digital products are discussed.