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Empirical validation of the involvement component of the pervasive GameFlow model

Published: 08 November 2011 Publication History

Abstract

This paper presents an empirical investigation into the question of involvement in pervasive games. The study is motivated by the Pervasive GameFlow model and its involvement component. The main research question is whether aspects of involvement in desktop computer games are also valid for the immersion and enjoyment of players of pervasive games. In order to address this question, two empirical studies were performed: the first explored the possible correlations between several aspects of involvement and the enjoyment and immersion of players. The second compared two versions of an outdoor game, one with and the other without digital augmentations, in order to explore which version provided a higher degree of involvement and enjoyment. The results of these studies suggest that becoming less aware of everyday life is not a relevant aspect of the immersion and enjoyment of players of pervasive games and that there is no significant difference in these elements of the gaming experience (immersion and enjoyment) when comparing the digitally and non-digitally augmented versions of the outdoor game. These results suggest that the involvement experienced by players of pervasive games is not characterised by a sense of being transported into the virtual world of the game; instead, in these types of games the virtual world of the digital application is the one which is drawn out into the physical world. The paper proposes that an embodied view of game-play can explain these results in a coherent manner.

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Cited By

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  • (2024)Why Larp? A Synthesis Article on Live Action Roleplay in Relation to HCI Research and PracticeACM Transactions on Computer-Human Interaction10.1145/368904531:5(1-35)Online publication date: 2-Sep-2024
  • (2022)Conceptualizing the Roles of Involvement and Immersion in Persuasive GamesGames and Culture10.1177/1555412021104957617:5(703-720)Online publication date: 30-Mar-2022
  • (2019)What are we talking about when we talk about location-based games evaluation?Proceedings of the 18th Brazilian Symposium on Human Factors in Computing Systems10.1145/3357155.3358449(1-13)Online publication date: 22-Oct-2019

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cover image ACM Other conferences
ACE '11: Proceedings of the 8th International Conference on Advances in Computer Entertainment Technology
November 2011
562 pages
ISBN:9781450308274
DOI:10.1145/2071423
Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

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  • FCT: Foundation for Science and Technology

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Association for Computing Machinery

New York, NY, United States

Publication History

Published: 08 November 2011

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Author Tags

  1. embodiment
  2. flow
  3. immersion
  4. pervasive & ubiquitous games

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ACE '11
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  • FCT

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Overall Acceptance Rate 36 of 90 submissions, 40%

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Cited By

View all
  • (2024)Why Larp? A Synthesis Article on Live Action Roleplay in Relation to HCI Research and PracticeACM Transactions on Computer-Human Interaction10.1145/368904531:5(1-35)Online publication date: 2-Sep-2024
  • (2022)Conceptualizing the Roles of Involvement and Immersion in Persuasive GamesGames and Culture10.1177/1555412021104957617:5(703-720)Online publication date: 30-Mar-2022
  • (2019)What are we talking about when we talk about location-based games evaluation?Proceedings of the 18th Brazilian Symposium on Human Factors in Computing Systems10.1145/3357155.3358449(1-13)Online publication date: 22-Oct-2019

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