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Evaluating User Experience in Games: Concepts and Methods - Lirmm

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3 Presence, Involvement, <strong>and</strong> Flow <strong>in</strong> Digital <strong>Games</strong> 29<br />

Table 3.1 A summary of game-related studies <strong>in</strong>troduc<strong>in</strong>g potential empirically derived UX subcomponents. Marked x <strong>in</strong>dicates that the authors have considered<br />

that subcomponent. The ma<strong>in</strong> scopes (e.g., motivation to play, immersion) <strong>and</strong> the methodologies used (e.g., qualitative, quantitative) vary across the<br />

studies<br />

Interactivity,<br />

controls,<br />

usability<br />

Social<br />

<strong>in</strong>teraction<br />

Story,<br />

drama,<br />

fantasy<br />

Involvement,<br />

mean<strong>in</strong>g,<br />

curiosity<br />

Physical<br />

presence<br />

Focus,<br />

concentration<br />

Control,<br />

autonomy,<br />

freedom<br />

Skill,<br />

competence Challenge Emotions<br />

– x x – x – x – – x<br />

x x x x x x – x x –<br />

x – x x – x – x – x<br />

– x x – – – – x x –<br />

– x – – – x – x – –<br />

– x x – – – x – x –<br />

– – – x – x – x – x<br />

x x x x x x x x x x<br />

– x x – – – – – – x<br />

Jennett et al.<br />

(2008)<br />

Poels et al.<br />

(2007)<br />

Ryan et al.<br />

(2006)<br />

Sherry et al.<br />

(2006)<br />

Ermi <strong>and</strong><br />

Mäyrä<br />

(2005)<br />

Lazzaro<br />

(2004)<br />

Sweetser <strong>and</strong><br />

Johnson<br />

(2004)<br />

Takatalo et al.<br />

(2004)<br />

Pagulayan<br />

et al. (2003)

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