Abstract
Digital games elicit rich and meaningful experiences for the gamers. This makes games hard to study solely with usability methods that are used in the field of human–computer interaction. Here is presented a candidate framework to analyze multidimensional user experience (UX) in games. Theoretically, the framework is grounded both on previous game studies and on relevant psychological theories. Methodologically, it relies on multivariate data analysis of approximately 320 games (n = 2182), with the aim of revealing the subcomponents of UX in games. The framework captures the essential psychological determinants of UX, namely, its quality, intensity, meaning, value, and extensity. Mapping these determinants to the game mechanics, the narrative and the interface offers a rich view to UX in games and provides added value to those who want to understand why games are experienced in certain ways.
Access this chapter
Tax calculation will be finalised at checkout
Purchases are for personal use only
Similar content being viewed by others
References
Atkinson JW (1964) An Introduction to Motivation. D. Van Nostrand Company, New York.
Brennan L, Mavondo F (2000) Involvement: An unfinished story? In: Proceedings of ANZMAZ 2000, pp. 132–137.
Brown E, Cairns P (2004) A grounded investigation of game immersion. In: Proceedings of CHI 2004, ACM Press, pp. 1297–1300.
Counter-Strike: Source (2004). http://store.steampowered.com/app/240/. Accessed March 22, 2009.
Csikszentmihalyi M (1975) Beyond Boredom and Anxiety. Jossey-Bass Publishers, San Francisco, CA.
Davis JP, Steury K, Pagulayan R (2005) A survey method for assessing perceptions of a game: The consumer playtest in game design. Game Studies 5: 1.
Della Fave A, Massimini F (1988) Modernization and the changing context of flow in work and leisure. In: Csikszentmihalyi I, Csikszentmihalyi M (ed) Optimal Experience: Psychological Studies of Flow in Consciousness. Cambridge University Press, Cambridge.
Ducheneaut N, Yee N, Nickell E, Moore RJ (2006) “Alone together?”: Exploring the social dynamics of massively multiplayer online games. In: Proceedings of CHI 2006, ACM Press, New York, pp. 407–416.
Ermi L, Mäyrä F (2005) Fundamental components of the game play Experience: Analysing immersion. In: Proceedings of DiGRA 2005.
Fontaine G (1992) The experience of a sense of presence in intercultural and international encounters. Presence: Teleoperators and Virtual Enviroments 1: 482–490.
Ghani JA, Deshpande SP (1994) Task characteristics and the experience of optimal flow in human-computer interaction. Journal of Psychology 128: 381–391.
Half-Life 2 (2004). http://www.half-life.com/overview.html. Accessed March 22, 2009.
Hilgard ER (1980) The trilogy of mind: cognition, affection, and conation. Journal of the History of the Behavioral Sciences 16: 107–117.
Hunicke R, LeBlanc M, Zubek R (2004) MDA: A formal approach to game design and game research. In: Proceedings of AAAI Workshop on Challenges in Game AI: 4.
IJsselsteijn W, de Kort Y, Poels K, Jurgelionis A, Bellotti F (2007) Characterising and measuring user experiences in digital games. In: Proceedings of ACE 2007.
ISO 9241-210:2008 (2008) Ergonomics of human system interaction – Part 210: Human-centred design for interactive systems (formerly known as 13407). International Standardization Organization (ISO).
James W (1890) The Principles of Psychology. H. Holt and Company, New York.
Jennett C, Cox AL, Cairns P, Dhoparee S, Epps A, Tijs T, Walton A (2008) Measuring and defining the experience of immersion in games. International Journal of Human Computer Studies 66: 641–661.
Kim T, Biocca F (1997) Telepresence via television: Two dimensions of telepresence may have different connections to memory and persuasion. Journal of Computer-Mediated Communication 3(2).
Komulainen J, Takatalo J, Lehtonen M, Nyman G (2008) Psychologically structured approach to user experience in games. In: Proceedings of NordiCHI 2008, ACM Press, New York, pp. 487–490.
Lazarus RS (1991a) Cognition and motivation in emotion. American Psychologist 46: 352–367.
Lazarus RS (1991b) Progress on a cognitive-motivational-relational theory of emotion. American Psychologist 46: 819–834.
Lazzaro N (2004) Why we play games: Four keys to more emotion without story. http://www.xeodesign.com/whyweplaygames/xeodesign_whyweplaygames.pdf. Accessed November 2007.
Lessiter J, Freeman J, Keogh E, Davidoff J (2001) A cross-media presence questionnaire: The ITC-sense of presence inventory. Presence: Teleoperators and Virtual Enviroments 10: 282–297.
Lombard M, Ditton T (1997) At the heart of it all: The concept of presence. Journal of Computer-Mediated Communication 3: 2.
Lombard M, Ditton TB, Crane D, Davis B (2000) Measuring presence: A literature-based approach to the development of a standardized paper-and-pencil instrument. In: Proceedings of Presence 2000.
Lubart TI, Getz I (1998) The influence of heuristics on psychological science: A case study of research on creativity. Journal for the Theory of Social Behaviour 28: 435–457.
Mayer JD (2001) Primary divisions of personality and their scientific contributions: From the trilogy-of-mind to the systems set. Journal for the Theory of Social Behaviour 31: 449–477.
McMahan A (2003) Immersion, engagement and presence: A method for analyzing 3-D video games. In: Wolf MJP, Perron B (ed) The Video Game Theory Reader. Routledge, New York.
McQuarrie EF, Munson JM (1992) A revised product involvement inventory: Improved usability and validity. Advances in Consumer Research 19: 108–115.
Mehrabian A, Russell JA (1974) An Approach to Environmental Psychology. MIT Press, Cambridge, MA.
Metacritic.com (2009). http://www.metacritic.com/games/. Accessed March 22, 2009.
Nakatsu R, Rauterberg M, Vorderer P (2005) A new framework for entertainment computing: From passive to active experience. In: Proceedings of ICEC 2005, IFIP, pp. 1–12.
Novak TP, Hoffman DL, Yung YF (2000) Measuring the customer experience in online environments: A structural modeling approach. Marketing Science 19: 22–42.
Pagulayan RJ, Keeker K, Wixon D, Romero RL, Fuller T (2003) User-centered design in games. In: JA Jacko and A Sears (eds) The Human–Computer Interaction Handbook: Fundamentals, Evolving Technologies and Emerging Applications. Human Factors and Ergonomics Society, Hillsdale.
Pinchbeck D, Stevens B (2005) Schemata, narrative and presence. In: Proceedings of Presence 2005, pp. 221–226.
Poels K, de Kort YAW, IJsselsteijnWA (2007) “It is always a lot of fun!” Exploring dimensions of digital game experience using focus group methodology. In: Proceedings of Future Play 2007, pp. 83–89.
Portal (2007). http://orange.half-life2.com/portal.html. Accessed March 22, 2009.
Ryan R, Rigby C, Przybylski A (2006) The motivational pull of video games: A self-determination theory approach. Motivation & Emotion 30: 344–360.
Rettie R (2001) An exploration of flow during Internet use. Internet Research: Electronic Networking Applications and Policy 11: 103–113.
Rothschild ML (1984) Perspectives on involvement: Current problems and future directions. Advances in Consumer Research 11: 216–217.
Rust J, Golombok S (1999) Modern Psychometrics: The Science of Psychological Assessment. Routledge, London & New York.
Särkelä H, Takatalo J, Komulainen J, Nyman G, Häkkinen J (2004) Attitudes to new technology and experiential dimensions of two different digital games. In: Proceedings of NordiCHI 2004, ACM Press, New York, pp. 349–352.
Schiefele U (1991) Interest, learning, and motivation. Educational Psychologist 26: 299–323.
Schubert T, Friedmann F, Regenbrecht H (2001) The experience of presence: Factor analytic insights. Presence: Teleoperators and Virtual Enviroments 10: 266–281.
Schuemie MJ, van der Straaten P, Krijn M, van der Mast CAPG (2001) Research on presence in virtual reality: A survey. CyberPsychology & Behavior 4: 183–201.
Sherry JL, Lucas K, Greenberg BS, Lachlan K (2006) Video game uses and gratifications as predictors of use and game preference. In: Vorderer P, Bryant J (ed) Playing Video Games: Motives, Responses, and Consequences. Lawrence Erlbaum Associates, Mahawa, NJ.
Sweetser P, Johnson D (2004) Player-centred game environments: Assessing player opinions, experiences and issues. In: Proceedings of ICEC 2004, Springer, pp. 321–332.
Sweetser P, Wyeth P (2005) GameFlow: A model for evaluating player enjoyment in games. Computers in Entertainment 3(3): Article 3a.
Tabachnick BG, Fidell LS (2001) Using Multivariate Statistics. Allyn & Bacon, Needham Heights, MA.
Takatalo J, Häkkinen J, Kaistinen J, Komulainen J, Särkelä H, Nyman G (2006a) Adaptation into a game: Involvement and presence in four different PC-games. In: Proceedings of FuturePlay 2006.
Takatalo J, Häkkinen J, Lehtonen M, Kaistinen J, Nyman G (Submitted) Experiencing flow in digital games.
Takatalo J, Häkkinen J, Lehtonen M, Komulainen J, Kaistinen J, Nyman G (2008) User Experience in playing a digital game in different situations. In: Proceedings of IADIS Gaming 2008, pp. 3–10.
Takatalo J, Häkkinen J, Särkelä H, Komulainen J, Nyman G (2004) The experiential dimensions of two different digital games. In: Proceedings of Presence 2004, UPV, pp. 274–278.
Takatalo J, Häkkinen J, Särkelä H, Komulainen J, Nyman G (2006b) Involvement and presence in digital gaming. In: Proceedings of NordiCHI 2006, ACM Press, Norway, pp. 393–396.
Tarkkonen L, Vehkalahti K (2005) Measurement errors in multivariate measurement scales. Journal of Multivariate Analysis 96: 172–189.
Usoh M, Catena E, Arman S, Slater M (2000) Using presence questionnaires in reality. Presence: Teleoperators and Virtual Enviroments 9: 497–503.
Vehkalahti K, Puntanen S, Tarkkonen L (2009) Implications of dimensionality on measurement reliability. In: Schipp B, Kräer W (ed) Statistical Inference, Econometric Analysis and Matrix Algebra. Springer, New York.
Vehkalahti K, Puntanen S, Tarkkonen L (2006) Estimation of reliability: A better alternative for Cronbach’s alpha. Reports on Mathematics, Preprint 430, Department of Mathematics and Statistics, University of Helsinki, Finland. http://mathstat.helsinki.fi/reports/Preprint430.pdfAccessed March,2009.
Webster J, Martocchio JJ (1992) Microcomputer playfulness: Development of a measure with workplace implications. MIS Quarterly 16: 201–226.
Winn B (2006) Serious games construction workshop. Half-day workshop given at FuturePlay 2006. In: Proceedings of FuturePlay 2006.
Witmer B, Singer M (1998) Measuring presence in virtual environments: A presence questionnaire. Presence: Teleoperators and Virtual Environments 7: 225–240.
Wood RTA, Griffiths MD, Chappell D, Davies MNO (2004) The structural characteristics of video games: A psycho-structural analysis. CyberPsychology & Behavior 7: 1–10.
Wundt WM (1897) Outlines of psychology [Judd CH, Trans.] http://psychclassics.yorku.ca/Wundt/Outlines/. Accessed April 2002.
Zaichkowsky JL (1985) Measuring the involvement construct. Journal of Consumer Research 12: 341–352.
Acknowledgments
We thank prof. Takashi Kawai, Antti Hulsi, Heikki Särkelä, Jeppe Komulainen, Miikka Lehtonen, Maija Pekkola, Jaakko Sipari, and Jari Lipsanen for help in collecting and analyzing the data and sharing thoughts. This work has been supported by the User Centered Information Technology graduate school, Oskar Öflund’s Foundation and the Kone Foundation.
Author information
Authors and Affiliations
Corresponding author
Editor information
Editors and Affiliations
Appendices
Appendix 1: The Final PFA of the Presence and Involvement Measurement Model
Total variance explained
Initial Eigen values | Extraction sums of squared loadings | Rotation | |||||
---|---|---|---|---|---|---|---|
Factor | Total | Percentage of variance | Cumulative percentage | Total | Percentage of variance | Cumulative percentage | Total |
Role engagement | 19,650 | 23,674 | 23,674 | 19,125 | 23,042 | 23,042 | 9,382 |
Attention | 6,189 | 7,456 | 31,130 | 5,657 | 6,816 | 29,858 | 8,310 |
Interest | 3,394 | 4,089 | 35,220 | 2,811 | 3,387 | 33,245 | 4,235 |
Importance | 2,715 | 3,271 | 38,491 | 2,204 | 2,656 | 35,900 | 10,179 |
Co-presence | 2,025 | 2,439 | 40,930 | 1,496 | 1,803 | 37,703 | 11,823 |
Interaction | 1,803 | 2,172 | 43,103 | 1,193 | 1,438 | 39,141 | 5,613 |
Arousal | 1,782 | 2,148 | 45,250 | 1,147 | 1,382 | 40,523 | 4,498 |
Physical presence | 1,485 | 1,789 | 47,040 | 954 | 1,150 | 41,673 | 11,537 |
Appendix 2: The Final PFA of the Flow Measurement Model
Total variance explained
Initial Eigen values | Extraction sums of squared loadings | Rotation | |||||
---|---|---|---|---|---|---|---|
Factor | Total | Percentage of variance | Cumulative percentage | Total | Percentage of variance | Cumulative percentage | Total |
Valence | 13,279 | 23,713 | 23,713 | 12,762 | 22,788 | 22,768 | 7,543 |
Impressiveness | 4,055 | 7,241 | 30,955 | 3,458 | 6,175 | 28,963 | 4,573 |
Competence | 2,540 | 4,535 | 35,490 | 2,020 | 3,608 | 32,571 | 7,453 |
Challenge | 2,013 | 3,594 | 39,084 | 1,445 | 2,581 | 35,152 | 3,272 |
Enjoyment | 1,898 | 3,371 | 42,454 | 1,261 | 2,252 | 37,404 | 4,848 |
Playfulness | 1,695 | 3,027 | 45,481 | 1,140 | 2,036 | 39,440 | 6,707 |
Control | 1,627 | 2,906 | 48,387 | 1,041 | 1,860 | 41,298 | 4,628 |
Rights and permissions
Copyright information
© 2010 Springer-Verlag London
About this chapter
Cite this chapter
Takatalo, J., Häkkinen, J., Kaistinen, J., Nyman, G. (2010). Presence, Involvement, and Flow in Digital Games. In: Bernhaupt, R. (eds) Evaluating User Experience in Games. Human-Computer Interaction Series. Springer, London. https://doi.org/10.1007/978-1-84882-963-3_3
Download citation
DOI: https://doi.org/10.1007/978-1-84882-963-3_3
Published:
Publisher Name: Springer, London
Print ISBN: 978-1-84882-962-6
Online ISBN: 978-1-84882-963-3
eBook Packages: Computer ScienceComputer Science (R0)