GameFlow: a model for evaluating player enjoyment in games
Computers in Entertainment (CIE) - Theoretical and Practical Computer Applications in Entertainment
A Cross-Media Presence Questionnaire: The ITC-Sense of Presence Inventory
Presence: Teleoperators and Virtual Environments
Enhancing E-Learning Engagement Using Design Patterns from Computer Games
ACHI '08 Proceedings of the First International Conference on Advances in Computer-Human Interaction
Boredom, engagement and anxiety as indicators for adaptation to difficulty in games
Proceedings of the 12th international conference on Entertainment and media in the ubiquitous era
O' game, can you feel my frustration?: improving user's gaming experience via stresscam
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
A new framework for entertainment computing: from passive to active experience
ICEC'05 Proceedings of the 4th international conference on Entertainment Computing
Hi-index | 0.00 |
Through a series of game design experiments evidence was found signifying the importance of feeling competence as a driver for engagement during gameplay. Engagement during gameplay is important both as a motivation to play games, as well as for serious games to improve cognitive interest and thereby the learning efficacy of the game. Consequently, a number of design guidelines are proposed, both on the local and global level of the game, to enhance the feeling of competence and thereby engagement of the game.