Seductive interfaces: satisfying a mass audience
CHI '94 Conference Companion on Human Factors in Computing Systems
Assessing dimensions of perceived visual aesthetics of web sites
International Journal of Human-Computer Studies - Incorporating knowledge acquisition
What is user engagement? A conceptual framework for defining user engagement with technology
Journal of the American Society for Information Science and Technology
Computers in Human Behavior
Measuring and defining the experience of immersion in games
International Journal of Human-Computer Studies
EGameFlow: A scale to measure learners' enjoyment of e-learning games
Computers & Education
The development and evaluation of a survey to measure user engagement
Journal of the American Society for Information Science and Technology
Students' perceptions about the use of video games in the classroom
Computers & Education
Needs, affect, and interactive products - Facets of user experience
Interacting with Computers
Affective Computing: From Laughter to IEEE
IEEE Transactions on Affective Computing
The concept of flow in collaborative game-based learning
Computers in Human Behavior
Task complexity, vertical display and user interaction in aggregated search
SIGIR '12 Proceedings of the 35th international ACM SIGIR conference on Research and development in information retrieval
UMAP'12 Proceedings of the 20th international conference on User Modeling, Adaptation, and Personalization
Examining the generalizability of the User Engagement Scale (UES) in exploratory search
Information Processing and Management: an International Journal
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This research investigated the use of the User Engagement Scale (UES) as a psychometric tool to measure engagement during video game-play. Exploratory factor analysis revealed four factors (Focused Attention, Perceived Usability, Aesthetics, and Satisfaction) as compared to the six found in the original development of the UES. In the context of video game-play, a revised UES (UESz) demonstrated better psychometric properties than the original UES defined by six subscales, including enhanced reliability. Further validity analysis included comparisons with the Flow State Scale (FSS), showing the complementary nature of the two scales and what constructs both scales might be measuring in a video game context. Criterion validity analysis demonstrated that UESz was more predictive of game performance than the FSS. Findings related to both the UESz and FSS were discussed relative to an overarching framework of hedonic and utilitarian qualities of game-play.