Flow in games (and everything else)
Communications of the ACM
Measuring and defining the experience of immersion in games
International Journal of Human-Computer Studies
Flow and immersion in first-person shooters: measuring the player's gameplay experience
Future Play '08 Proceedings of the 2008 Conference on Future Play: Research, Play, Share
Effects of screen size, viewing angle, and players' immersion tendencies on game experience
Computers in Human Behavior
Not doing but thinking: the role of challenge in the gaming experience
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Using auditory event-related EEG potentials to assess presence in virtual reality
International Journal of Human-Computer Studies
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
Capturing user engagement via psychophysiology: measures and mechanisms for biocybernetic adaptation
International Journal of Autonomous and Adaptive Communications Systems
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Immersion is used to describe the degree of psychological engagement with a computer game. A study was performed to investigate the relative contribution of game demand (easy, hard, impossible) and display type (small 5 display, large TV display, head-mounted display) on the experience of immersion. Fifteen participants played a racing game in a range of conditions. Players' experience of immersion was captured via a subjective questionnaire and evoked cortical potentials to an auditory oddball task. Results indicated that slow wave potentials were sensitive to task demand, i.e. impossible demand reduced attention to the game. There was also a weak effect of display type at both frontal and central sites that was indicative of greater immersion for the large TV screen compared to other display types. This study provides preliminary data on the decomposition of immersion into sensory and cognitive components.