A grounded investigation of game immersion
CHI '04 Extended Abstracts on Human Factors in Computing Systems
GameFlow: a model for evaluating player enjoyment in games
Computers in Entertainment (CIE) - Theoretical and Practical Computer Applications in Entertainment
"Alone together?": exploring the social dynamics of massively multiplayer online games
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
The philosophy of presence: from epistemic failure to successful observation
Presence: Teleoperators and Virtual Environments - Special section: Legal, ethical, and policy issues associated with virtual environments and computer mediated reality
Spatial Presence and Emotions during Video Game Playing: Does It Matter with Whom You Play?
Presence: Teleoperators and Virtual Environments
Flow in games (and everything else)
Communications of the ACM
Understanding social interaction in world of warcraft
Proceedings of the international conference on Advances in computer entertainment technology
Influence of social setting on player experience of digital games
CHI '08 Extended Abstracts on Human Factors in Computing Systems
People, places, and play: player experience in a socio-spatial context
Computers in Entertainment (CIE) - Theoretical and Practical Computer Applications in Entertainment
Computers in Human Behavior
Measuring and defining the experience of immersion in games
International Journal of Human-Computer Studies
Shared Fun Is Doubled Fun: Player Enjoyment as a Function of Social Setting
Proceedings of the 2nd International Conference on Fun and Games
Investigating computer game immersion and the component real world dissociation
CHI '09 Extended Abstracts on Human Factors in Computing Systems
From immersion to addiction in videogames
BCS-HCI '08 Proceedings of the 22nd British HCI Group Annual Conference on People and Computers: Culture, Creativity, Interaction - Volume 1
Technology as Experience
Out of sight, out of mind: co-player effects on seniors' player experience
Proceedings of the 3rd International Conference on Fun and Games
Time perception, immersion and music in videogames
BCS '10 Proceedings of the 24th BCS Interaction Specialist Group Conference
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The majority of digital games available today offer a variety of multi-player settings including co-located and mediated play between opponents. Immersion, the sense of being ''in the game,'' is one of the key components of the gaming experience but existing literature suggests that social play provides more fun but less immersion. There is however little empirical support for this. This paper therefore addresses the question: how does playing digital games in a social situation alter the sense of immersion felt by the individuals playing? This paper presents three experiments that test the relationship between social setting and immersion. The three experiments aim to manipulate the social setting in which players play, be it against a computer, against a person online or against a co-located person. Overall the three experiments show that players are more immersed when playing against another person rather than playing against a computer but there is no significant difference in immersion whether the other person is online or in the same room. This refutes previous claims about social play reducing immersion and indeed that social play enhances the sense of being in the game where interaction is through the game.