Understanding computers and cognition
Understanding computers and cognition
Adding immersion to collaborative tools
VRML '00 Proceedings of the fifth symposium on Virtual reality modeling language (Web3D-VRML)
Using a large projection screen as an alternative to head-mounted displays for virtual environments
Proceedings of the SIGCHI conference on Human Factors in Computing Systems
The pleasure principle: immersion, engagement, flow
HYPERTEXT '00 Proceedings of the eleventh ACM on Hypertext and hypermedia
Emotion & design: attractive things work better
interactions
Behaviour, realism and immersion in games
CHI '05 Extended Abstracts on Human Factors in Computing Systems
Parallel worlds: immersion in location-based experiences
CHI '05 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
Humour theory and videogames: laughter in the slaughter
Proceedings of the 2006 ACM SIGGRAPH symposium on Videogames
The state of the art in game AI standardisation
Proceedings of the 2006 international conference on Game research and development
Proceedings of the international conference on Advances in computer entertainment technology
Future Play '07 Proceedings of the 2007 conference on Future Play
Stirring up experience through movement in game play: effects on engagement and social behaviour
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Portal-based sound propagation for first-person computer games
IE '07 Proceedings of the 4th Australasian conference on Interactive entertainment
Measuring and defining the experience of immersion in games
International Journal of Human-Computer Studies
Does Body Movement Engage You More in Digital Game Play? and Why?
ACII '07 Proceedings of the 2nd international conference on Affective Computing and Intelligent Interaction
Designing and evaluating the tabletop game experience for senior citizens
Proceedings of the 5th Nordic conference on Human-computer interaction: building bridges
Psychologically structured approach to user experience in games
Proceedings of the 5th Nordic conference on Human-computer interaction: building bridges
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
Investigating computer game immersion and the component real world dissociation
CHI '09 Extended Abstracts on Human Factors in Computing Systems
Beyond e-business models: the road to virtual worlds
Electronic Commerce Research
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
An exploration of user engagement in HCI
Proceedings of the International Workshop on Affective-Aware Virtual Agents and Social Robots
Vision-based hand interaction and its application in pervasive games
Proceedings of the 8th International Conference on Virtual Reality Continuum and its Applications in Industry
Proceedings of the 23rd British HCI Group Annual Conference on People and Computers: Celebrating People and Technology
An in-game reporting tool for pervasive games
Proceedings of the International Conference on Advances in Computer Enterntainment Technology
Modality is the message: interactivity effects on perception and engagement
CHI '10 Extended Abstracts on Human Factors in Computing Systems
Playing with words: from intuition to evaluation of game dialogue interfaces
Proceedings of the Fifth International Conference on the Foundations of Digital Games
Proceedings of the 5th Audio Mostly Conference: A Conference on Interaction with Sound
Design and evaluation of player experience of a location-based mobile game
Proceedings of the 6th Nordic Conference on Human-Computer Interaction: Extending Boundaries
Active experience of audiovisual cultural content: the virtual binocular interface
Proceedings of the second workshop on eHeritage and digital art preservation
Phone, email and video interactions with characters in an epidemiology game: towards authenticity
Transactions on edutainment IV
Authenticity in learning game: how it is designed and perceived
EC-TEL'10 Proceedings of the 5th European conference on Technology enhanced learning conference on Sustaining TEL: from innovation to learning and practice
Addictive gameplay: what casual game designers can learn from slot machine research
Futureplay '10 Proceedings of the International Academic Conference on the Future of Game Design and Technology
Engagement networks in social music-making
Proceedings of the 22nd Conference of the Computer-Human Interaction Special Interest Group of Australia on Computer-Human Interaction
Information visualization and the arts-science-social science interface
Proceedings of the First International Conference on Intelligent Interactive Technologies and Multimedia
Immersion and gameplay experience: a contingency framework
International Journal of Computer Games Technology
Confessions from a grounded theory PhD: experiences and lessons learnt
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
A System for Mobile Active Music Listening Based on Social Interaction and Embodiment
Mobile Networks and Applications
Increased game immersion by using live player-mapped avatar evolution
Edutainment'11 Proceedings of the 6th international conference on E-learning and games, edutainment technologies
Measuring immersion and affect in a brain-computer interface game
INTERACT'11 Proceedings of the 13th IFIP TC 13 international conference on Human-computer interaction - Volume Part I
A survey of Japanese gamers' ratings of experience elements for different game genres
Proceedings of the 8th International Conference on Advances in Computer Entertainment Technology
Empirical validation of the involvement component of the pervasive GameFlow model
Proceedings of the 8th International Conference on Advances in Computer Entertainment Technology
Interaction and participation in radio plays: a novel approach to an old medium
ICEC'06 Proceedings of the 5th international conference on Entertainment Computing
Effects of screen size, viewing angle, and players' immersion tendencies on game experience
Computers in Human Behavior
Did it make you cry? creating dramatic agency in immersive environments
ICVS'05 Proceedings of the Third international conference on Virtual Storytelling: using virtual reality technologies for storytelling
Time perception, immersion and music in videogames
BCS '10 Proceedings of the 24th BCS Interaction Specialist Group Conference
User experience methods and games: lessons learned
BCS '10 Proceedings of the 24th BCS Interaction Specialist Group Conference
Hooked! --- evaluating engagement as continuation desire in interactive narratives
ICIDS'11 Proceedings of the 4th international conference on Interactive Digital Storytelling
Not doing but thinking: the role of challenge in the gaming experience
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Using an interactive visual novel to promote patient empowerment through engagement
Proceedings of the International Conference on the Foundations of Digital Games
Getting a word in: adding artificial pauses to natural language interaction
Proceedings of the International Conference on the Foundations of Digital Games
Studying the Elusive Experience in Pervasive Games
Simulation and Gaming
International Journal of Metadata, Semantics and Ontologies
The MARS --- a multi-agent recommendation system for games on mobile phones
KES-AMSTA'12 Proceedings of the 6th KES international conference on Agent and Multi-Agent Systems: technologies and applications
An investigation into immersion in games through motion control and stereo audio reproduction
Proceedings of the 7th Audio Mostly Conference: A Conference on Interaction with Sound
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
Evaluation of continuation desire as an iterative game development method
Proceeding of the 16th International Academic MindTrek Conference
ICEC'07 Proceedings of the 6th international conference on Entertainment Computing
Player immersion in the computer game narrative
ICEC'07 Proceedings of the 6th international conference on Entertainment Computing
Brain-Computer interface games: towards a framework
ICEC'12 Proceedings of the 11th international conference on Entertainment Computing
Aporia --- exploring continuation desire in a game focused on environmental storytelling
ICIDS'12 Proceedings of the 5th international conference on Interactive Storytelling
International Journal of Ambient Computing and Intelligence
A case study of user immersion-based systematic design for serious heritage games
Multimedia Tools and Applications
MuseUs: Case study of a pervasive cultural heritage serious game
Journal on Computing and Cultural Heritage (JOCCH) - Special issue on serious games for cultural heritage
Attention, time perception and immersion in games
CHI '13 Extended Abstracts on Human Factors in Computing Systems
Squidge: an integrated game controller
CHI '13 Extended Abstracts on Human Factors in Computing Systems
Immersive FPS games: user experience and performance
Proceedings of the 2013 ACM international workshop on Immersive media experiences
Who but not where: The effect of social play on immersion in digital games
International Journal of Human-Computer Studies
Engagement: the inputs and the outputs: conference overview
Proceedings of the 2013 Inputs-Outputs Conference: An Interdisciplinary Conference on Engagement in HCI and Performance
Subjective Experience and Sociability in a Collaborative Serious Game
Simulation and Gaming
The interplay between immersion and appeal in video games
Computers in Human Behavior
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The term immersion is widely used to describe games but it is not clear what immersion is or indeed if people are using the same word consistently. This paper describes work done to define immersion based on the experiences of gamers. Grounded Theory is used to construct a robust division of immersion into the three levels: engagement, engrossment and total immersion. This division alone suggests new lines for investigating immersion and transferring it into software domains other than games.