Spatial principles of level-design in multi-player first-person shooters
NetGames '03 Proceedings of the 2nd workshop on Network and system support for games
A grounded investigation of game immersion
CHI '04 Extended Abstracts on Human Factors in Computing Systems
Why do people play on-line games? an extended TAM with social influences and flow experience
Information and Management
Using frustration in the design of adaptive videogames
Proceedings of the 2004 ACM SIGCHI International Conference on Advances in computer entertainment technology
GameFlow: a model for evaluating player enjoyment in games
Computers in Entertainment (CIE) - Theoretical and Practical Computer Applications in Entertainment
Computers in Entertainment (CIE) - Theoretical and Practical Computer Applications in Entertainment
Flow in games (and everything else)
Communications of the ACM
Pervasive game flow: understanding player enjoyment in pervasive gaming
Computers in Entertainment (CIE) - Interactive entertainment
Improving patient motivation in game development for motor deficit rehabilitation
ACE '08 Proceedings of the 2008 International Conference on Advances in Computer Entertainment Technology
Optimising engagement for stroke rehabilitation using serious games
The Visual Computer: International Journal of Computer Graphics - Special Issue: Serious Games and Virtual Worlds
Towards customizable games for stroke rehabilitation
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
GangKlang: designing walking experiences
Proceedings of the 8th Audio Mostly Conference
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This review paper gathers together the key sources on the science of engagement and immersion, in particular the concept of flow. Flow is a psychological description for full immersion in an activity. It provides a useful framework within which to understand the coupling between pervasive computing and end users. The article discusses the concept of flow in a general psychological sense and extracts those features relevant to gaming, and in particular the human-computer interaction (HCI) aspect of such systems. The requirements for achieving flow such as reward, situational control, feedback and clarity of purpose as applicable to a pervasive computing environment are discussed in detail. The primary application focus of flow in this paper lies in the area of ambient-assisted living solutions for rehabilitation purposes. In the context of using virtual environments to aid in skill training or medical rehabilitation, dynamic difficulty adjustment (DDA) and enjoyment are two key elements used to create a fully immersive experience. This paper both reviews the techniques for creating these elements and describes possibilities for harnessing related methods as evaluation techniques for immersion in HCI-based rehabilitation environments, which may offer an alternative to current survey-based mechanisms.