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The subjective gameplay experience: An examination of the revised game engagement model

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Date Issued:
2015
Abstract/Description:
The study of the subjective gameplay experience spans multiple disciplines, from teachers who want to harness the power of gameplay to enhance instruction to game developers hoping to create the next big hit. Despite decades of interest, little agreement has been found regarding the way constructs(-)such as immersion, involvement, presence, and flow(-)are used to describe the subjective gameplay experience. Without the consistent usage of well-defined constructs, it becomes impossible to further scientific understanding of this domain. This dissertation examined the theoretical evolution of the key subjective gameplay experience constructs. From this, definitions for immersion, involvement, presence, and flow were extracted. Based on the prior work of Brockmyer et al. (2009), a revised game engagement model was created that incorporated these definitions. To test the proposed relationships within the revised game engagement model, experienced players of the computer game Minecraft were recruited for an experimental study. The participants played the game Minecraft, which was manipulated with respect to both level of difficulty and immersive aspects. This allowed for a range of potential game engagement states to be experienced by the participants. Several individual differences hypothesized to influence the different constructs of game engagement also were measured. The results of the study supported many proposed aspects of the revised game engagement model and revealed ways in which the model could be further refined. The theoretically-derived definitions and revised game engagement model resulting from this work, along with the suggested measures for these relevant constructs, provides a framework for future work in this area. This framework will improve the consistency of construct operationalization, benefiting the continued study of the subjective gameplay experience.
Title: The subjective gameplay experience: An examination of the revised game engagement model.
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Name(s): Procci, Katelyn, Author
Bowers, Clint, Committee Chair
Jentsch, Florian, Committee Member
Sims, Valerie, Committee Member
McDaniel, Rudy, Committee Member
University of Central Florida, Degree Grantor
Type of Resource: text
Date Issued: 2015
Publisher: University of Central Florida
Language(s): English
Abstract/Description: The study of the subjective gameplay experience spans multiple disciplines, from teachers who want to harness the power of gameplay to enhance instruction to game developers hoping to create the next big hit. Despite decades of interest, little agreement has been found regarding the way constructs(-)such as immersion, involvement, presence, and flow(-)are used to describe the subjective gameplay experience. Without the consistent usage of well-defined constructs, it becomes impossible to further scientific understanding of this domain. This dissertation examined the theoretical evolution of the key subjective gameplay experience constructs. From this, definitions for immersion, involvement, presence, and flow were extracted. Based on the prior work of Brockmyer et al. (2009), a revised game engagement model was created that incorporated these definitions. To test the proposed relationships within the revised game engagement model, experienced players of the computer game Minecraft were recruited for an experimental study. The participants played the game Minecraft, which was manipulated with respect to both level of difficulty and immersive aspects. This allowed for a range of potential game engagement states to be experienced by the participants. Several individual differences hypothesized to influence the different constructs of game engagement also were measured. The results of the study supported many proposed aspects of the revised game engagement model and revealed ways in which the model could be further refined. The theoretically-derived definitions and revised game engagement model resulting from this work, along with the suggested measures for these relevant constructs, provides a framework for future work in this area. This framework will improve the consistency of construct operationalization, benefiting the continued study of the subjective gameplay experience.
Identifier: CFE0005691 (IID), ucf:50128 (fedora)
Note(s): 2015-05-01
Ph.D.
Sciences, Psychology
Doctoral
This record was generated from author submitted information.
Subject(s): flow -- immersion -- presence -- involvement -- game engagement -- Minecraft
Persistent Link to This Record: http://purl.flvc.org/ucf/fd/CFE0005691
Restrictions on Access: public 2015-05-15
Host Institution: UCF

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