Defining Engagement and Characterizing Engaged-Behaviors in Digital Gaming - Archive ouverte HAL Access content directly
Journal Articles Simulation and Gaming Year : 2014

Defining Engagement and Characterizing Engaged-Behaviors in Digital Gaming

Abstract

Background. Although the analysis of engagement is crucial for digital entertainment or learning games, the concept of players' or learners' engagement is still confusing. Indeed, in digital games research, several concepts referring to the idea of engagement such as immersion, involvement, presence, and flow are used. Also, while the characterization of engaged-behaviors may be useful for designers or teachers in assessing players' or learners' engagement, the nature and the scope of these behaviors are still unclear. Aim. In this article, based on a multidisciplinary state of the art on the concept of engagement, we define and delineate the concepts related to digital gaming engagement. Results. We characterize engaged-behaviors by identifying four types of engagement: environmental, social, self, and action. We thus refine, disambiguate, and characterize the concepts of engagement and engaged-behaviors. This work therefore constitutes an effective support for analyzing, designing, assessing, and personalizing engaging activities in digital games.
Fichier principal
Vignette du fichier
S&G-Lavoue-Sehaba-Bouvier.pdf (366.18 Ko) Télécharger le fichier
Origin Files produced by the author(s)
Loading...

Dates and versions

hal-01131205 , version 1 (16-03-2015)

Identifiers

Cite

Patrice Bouvier, Elise Lavoué, Karim Sehaba. Defining Engagement and Characterizing Engaged-Behaviors in Digital Gaming. Simulation and Gaming, 2014, 45 (4-5), pp.491-507. ⟨10.1177/1046878114553571⟩. ⟨hal-01131205⟩
343 View
2343 Download

Altmetric

Share

Gmail Mastodon Facebook X LinkedIn More