Autonomy, interaction, and presence
Presence: Teleoperators and Virtual Environments - Premier issue
Being there: the subjective experience of presence
Presence: Teleoperators and Virtual Environments
The Art of Computer Game Design
The Art of Computer Game Design
Multimedia for Learning: Methods and Development
Multimedia for Learning: Methods and Development
Heuristics for designing enjoyable user interfaces: Lessons from computer games
CHI '82 Proceedings of the 1982 Conference on Human Factors in Computing Systems
What Video Games Have to Teach Us About Learning and Literacy
What Video Games Have to Teach Us About Learning and Literacy
A Theory of Fun for Game Design
A Theory of Fun for Game Design
Digital Game-Based Learning
Measuring Presence in Virtual Environments: A Presence Questionnaire
Presence: Teleoperators and Virtual Environments
A Conceptual Model of the Sense of Presence in Virtual Environments
Presence: Teleoperators and Virtual Environments
Measuring Presence: A Response to the Witmer and Singer Presence Questionnaire
Presence: Teleoperators and Virtual Environments
Stirring up experience through movement in game play: effects on engagement and social behaviour
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Does Body Movement Engage You More in Digital Game Play? and Why?
ACII '07 Proceedings of the 2nd international conference on Affective Computing and Intelligent Interaction
Measuring audience experience in social videogaming
Proceedings of the 25th Australian Computer-Human Interaction Conference: Augmentation, Application, Innovation, Collaboration
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This paper describes a study that was performed to define a model of engagement in digital games and the problems encountered with our testing methods. Drawing upon multiple disciplines, our working model of engagement was meant to help describe, predict, and analyze the conditions that create a high level of engagement in players. To refine the model and develop a methodology for studying engagement, an exploratory prototype study was performed in which participants were observed playing a pair of games (The Curse of Monkey Island and The Oregon Trail 5th Edition). This study used common usability testing methods along with a pre-and post-test modeled after Witmer and Singer's Presence Questionnaire and a flow test at timed intervals. Unfortunately, it became clear that our testing methods needed refinement, though we believe the engagement model may still be useful as a common artifact informed from multiple disciplines.