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
Virtual "Third Places": A Case Study of Sociability in Massively Multiplayer Games
Computer Supported Cooperative Work
Future Play '07 Proceedings of the 2007 conference on Future Play
Game play schemas: from player analysis to adaptive game mechanics
International Journal of Computer Games Technology - Joint International Conference on Cyber Games and Interactive Entertainment 2006
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
EGameFlow: A scale to measure learners' enjoyment of e-learning games
Computers & Education
Design and evaluation of a collaborative learning environment
Computers & Education
Fundamentals of Game Design
The concept of flow in collaborative game-based learning
Computers in Human Behavior
Review: Engagement in digital entertainment games: A systematic review
Computers in Human Behavior
Immersion in computer games: the role of spatial presence and flow
International Journal of Computer Games Technology
Toward a Taxonomy Linking Game Attributes to Learning: An Empirical Study
Simulation and Gaming
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The meaning of social dimension of gaming for enjoyable and engaging game experiences is supported by an increasing amount of research. Nonetheless, this issue has rarely been studied in the context of serious games. This study attempts to narrow the knowledge gap in the understanding of collaborative serious game experiences and the relationship between the social dimension of gaming and core game experiences. The aim of this study is to empirically investigate what kinds of game experiences are generated when playing collaborative serious game and how the sense of social presence and the sociability of the environment are connected to the core game experience. Findings reinforce the idea that social presence is an essential part of game experience in multiplayer games. Results also showed that the sociability of the game and a sense of social presence are strongly connected to the various dimensions of the core game experience, including engagement, in the forms of flow and immersion. Thus, results indicate that the sociability of the game and sense of social presence seem to be potential factors in the emergence of positive and engaging game experiences, at least in the context of collaborative games.