A grounded investigation of game immersion
CHI '04 Extended Abstracts on Human Factors in Computing Systems
Proceedings of the third Nordic conference on Human-computer interaction
GameFlow: a model for evaluating player enjoyment in games
Computers in Entertainment (CIE) - Theoretical and Practical Computer Applications in Entertainment
Presence: Teleoperators and Virtual Environments - Special issue: Virtual heritage
Measuring Presence in Virtual Environments: A Presence Questionnaire
Presence: Teleoperators and Virtual Environments
Future Play '07 Proceedings of the 2007 conference on Future Play
Toward an understanding of flow in video games
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
The interplay of beauty, goodness, and usability in interactive products
Human-Computer Interaction
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
Immersion in computer games: the role of spatial presence and flow
International Journal of Computer Games Technology
Exploring player perceptions that contribute to the appeal of World of Warcraft
Proceedings of the 4th International Conference on Fun and Games
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Immersion and appeal are considered to be necessary constituents of the player experience. In this article their relationship is examined through a 2x2 factorial study (n=173) in the context of two games, a first-person shooter and a massively multi-player online role-playing game, and in the context of two types of players: experienced players who have never played the game in one of the genres in question, and experienced players who have played one of the games in question. It is found that immersion and appeal are linearly correlated, and the repercussions of this finding are discussed.