The psychology of computer programming
The psychology of computer programming
A grounded investigation of game immersion
CHI '04 Extended Abstracts on Human Factors in Computing Systems
GameFlow: a model for evaluating player enjoyment in games
Computers in Entertainment (CIE) - Theoretical and Practical Computer Applications in Entertainment
"Alone together?": exploring the social dynamics of massively multiplayer online games
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Computer Games: Text, Narrative and Play
Computer Games: Text, Narrative and Play
Distinguishing addiction and high engagement in the context of online game playing
Computers in Human Behavior
Measuring Presence in Virtual Environments: A Presence Questionnaire
Presence: Teleoperators and Virtual Environments
Understanding social interaction in world of warcraft
Proceedings of the international conference on Advances in computer entertainment technology
Measuring and defining the experience of immersion in games
International Journal of Human-Computer Studies
The development and evaluation of a survey to measure user engagement
Journal of the American Society for Information Science and Technology
Video games as research instruments
CHI '10 Extended Abstracts on Human Factors in Computing Systems
Design and evaluation of player experience of a location-based mobile game
Proceedings of the 6th Nordic Conference on Human-Computer Interaction: Extending Boundaries
Not doing but thinking: the role of challenge in the gaming experience
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Effect of touch-screen size on game immersion
BCS-HCI '12 Proceedings of the 26th Annual BCS Interaction Specialist Group Conference on People and Computers
Who but not where: The effect of social play on immersion in digital games
International Journal of Human-Computer Studies
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Immersion is commonly described by gamers and game-reviewers as an important aspect of a videogame. In this paper, we investigate the relationship between the immersive experience of videogames and the addictive nature of games. Building on Charlton's (2002) study of addiction and engagement in computing, we conducted a questionnaire study of people who play videogames. It seems that videogames blur the distinction between addiction and high engagement even more than generic computing. In a follow up diary study, the degree of immersion whilst playing was found to be strongly correlated (r=0.763) with the addiction/engagement score. Overall, these studies suggest that the degree of immersive experience is closely related to how addictive or engaging people find videogames and moreover that addiction seems to be an extreme form of engagement and immersion.