Mining players’ experience in computer games: Immersion affects flow but not presence

Author:

Colombo Simone,Hansson PatrikORCID,Nyström Markus B.T.ORCID

Funder

Luleå tekniska universitet

Publisher

Elsevier BV

Subject

Artificial Intelligence,Cognitive Neuroscience,Computer Science Applications,Human-Computer Interaction,Applied Psychology,Neuroscience (miscellaneous)

Reference94 articles.

1. Defining immersion: Literature review and implications for research on audiovisual experiences;Agrawal;Journal of the Audio Engineering Society,2020

2. Experiencing the sense of presence within an educational desktop virtual reality;Berki;Acta Polytechnica Hungarica,2020

3. I-Group presence questionnaire: Psychometrically revised English version;Berkman;Mugla journal of science and technology,2021

4. Does 3D 360 video enhance user's VR experience? An evaluation study;Bessa,2016

5. Identifying flow in video games: Towards a new observation-based method;Borderie;International Journal of Gaming and Computer-Mediated Simulations,2016

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