Why do people play on-line games? an extended TAM with social influences and flow experience
Information and Management
GameFlow: a model for evaluating player enjoyment in games
Computers in Entertainment (CIE) - Theoretical and Practical Computer Applications in Entertainment
Consumer behavior in online game communities: A motivational factor perspective
Computers in Human Behavior
What is user engagement? A conceptual framework for defining user engagement with technology
Journal of the American Society for Information Science and Technology
Computers in Human Behavior
TOWARDS OPTIMIZING ENTERTAINMENT IN COMPUTER GAMES
Applied Artificial Intelligence
Measuring and defining the experience of immersion in games
International Journal of Human-Computer Studies
Effects of different scenarios of game difficulty on player immersion
Interacting with Computers
Personality and enjoyment of computer game play
Computers in Industry
Falling in love with online games: The uses and gratifications perspective
Computers in Human Behavior
Why MMORPG players do what they do: relating motivations to action categories
International Journal of Advanced Media and Communication
A study on the goal value for massively multiplayer online role-playing games players
Computers in Human Behavior
Computers in Human Behavior
Understanding handicapping for balancing exertion games
CHI '13 Extended Abstracts on Human Factors in Computing Systems
Why girls go pink: Game character identification and game-players' motivations
Computers in Human Behavior
Can two-player games increase motivation in rehabilitation robotics?
Proceedings of the 2014 ACM/IEEE international conference on Human-robot interaction
Designing videogames to improve students' motivation
Computers in Human Behavior
Subjective Experience and Sociability in a Collaborative Serious Game
Simulation and Gaming
Aspects of the Integration of Games into Educational Processes
International Journal of Knowledge Society Research
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Since their introduction over 40 years ago, digital entertainment games have become one of the most popular leisure activities globally. While digital games clearly provide highly engaging activities, the nature of this engagement is not well understood. The current study aims to advance our understanding by reporting a systematic review of recent literature addressing engagement in computer games. The papers in the review comprise a sub-sample of papers relating to engagement in digital games that was selected from a broader literature search carried out on the outcomes and impacts of playing computer games. A diverse range of studies was identified that examined varied aspects of engagement in games including subjective experiences while playing games, the physiological concomitants of these experiences, motives for playing games, game usage and time spent playing games and the impact of playing on life satisfaction. A narrative review was carried out to capture these diverse aspects of engagement and to develop a more coherent understanding of engagement in computer games.