ACM SIGGRAPH Computer Graphics
Computer Graphics and Virtual Environments: From Realism to Real - Time
Computer Graphics and Virtual Environments: From Realism to Real - Time
Siren songs and swan songs debugging with music
Communications of the ACM - A game experience in every application
A grounded investigation of game immersion
CHI '04 Extended Abstracts on Human Factors in Computing Systems
Measuring emotional valence during interactive experiences: boys at video game play
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Measuring emotional valence to understand the user's experience of software
International Journal of Human-Computer Studies
Teaching with game-based learning management systems: Exploring a pedagogical dungeon
Simulation and Gaming
Proceedings of the 23rd British HCI Group Annual Conference on People and Computers: Celebrating People and Technology
Deconstructing web experience: more than just usability and good design
HCI'07 Proceedings of the 12th international conference on Human-computer interaction: applications and services
INTERACT'11 Proceedings of the 13th IFIP TC 13 international conference on Human-computer interaction - Volume Part IV
FearNot’s appearance: reflecting children’s expectations and perspectives
IVA'06 Proceedings of the 6th international conference on Intelligent Virtual Agents
Journal of Database Management
Attention, time perception and immersion in games
CHI '13 Extended Abstracts on Human Factors in Computing Systems
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Immersion is recognised as an important element of good games. However, it is not always clear what is meant by immersion. Earlier work has identified possible barriers to immersion including a lack of coherence between different aspects of the game. Building on this work, we designed an experiment to examine people's expectations of how a game should behave and what would happen if that behaviour was deliberately made to be incoherent. The idea then is to understand immersion through seeing how immersion can be broken. The main manipulation was to alter the behaviour and realism of the graphics in the course of a simple game situation. Surprisingly, results indicated that participants could be so immersed within a simple environment such that even significant changes in behaviour had little effect on the level of immersion. In some cases, the attempted disruptions went completely unnoticed. These results suggest that immersion within an application can overcome effects which are completely against user expectations.