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Measuring and defining the experience of immersion in games
Overall the findings suggest that immersion can be measured subjectively as well as objectively (task completion time, eye movements) and negative emotions and uneasiness also run high. Expand
Cognitive Dimensions of Notations: Design Tools for Cognitive Technology
Cognitive Dimensions is introduced, the current activity is summarized, especially the results of a one-day workshop devoted to Cognitive Dimensions in December 2000, and the ways in which it applies to the field of Cognitive Technology are reviewed. Expand
Assessing the Core Elements of the Gaming Experience
The formulation of the theory, the introduction of the model, and the use of the questionnaire in an experiment to differentiate between two different experiences are discussed. Expand
Designing for dabblers and deterring drop-outs in citizen science
To investigate how low contributors differ from committed volunteers, a survey is distributed to members of the Old Weather project, followed by interviews with respondents selected according to a range of contribution levels, revealing a complex relationship between motivations and contribution. Expand
Immersion in Digital Games: Review of Gaming Experience Research
This chapter makes three contributions: a clear formulation of immersion as one aspect of gaming experience; an overview of the state-of-the-art ofGaming experience research; and a demonstration of the possibility to achieve an empirically founded understanding of these rich, subjective experiences. Expand
Questionnaires, in-depth interviews and focus groups
This chapter describes how to choose between and design questionnaires, interviews and focus group studies and using two examples illustrates the advantages of combining a number of approaches when conducting HCI research. Expand
‘At least they’re learning something’: the hazy line between collaboration and collusion
This paper reports the results of a study which investigated whether there is a common understanding of the terms plagiarism and collusion between students and staff. Participants made judgements onExpand
Not doing but thinking: the role of challenge in the gaming experience
It is argued that thelevel of challenge experienced is an interaction between the level of expertise of the gamer and the cognitive challenge encompassed within the game. Expand
Research Methods for Human-Computer Interaction
This is the first book to provide a single resource through which a range of commonly used research methods in HCI are introduced and how to develop new methodologies and write up your research. Expand
Who but not where: The effect of social play on immersion in digital games
Overall the three experiments show that players are more immersed when playing against another person rather than playing against a computer but there is no significant difference in immersion whether the other person is online or in the same room. Expand