MMORPG game as the a representative product of video game from its birth to the present more than several decades, have been developing at an astonishing speed and MMORPG player groups have expanded. Nevertheless, there are questions being raised of the relatively new and successful field of sense of immersion of MMORPG game design. In the previous studies, the theory of flow had been testified to be the tremendously significant to explore sense of immersion while performing the activities and it had been applied to many different domains. Based on three conditions of that are necessary to achieve the flow state, the paper addresses the predicaments by analyzing the research results in relation to previous design report on the sense of imme...
The success of any computer game, be it recreational or educational, is dependant on the engagement ...
When designing games, it is important to understand what makes a game fun and balanced. Flow is the ...
The aim of this study was to investigate whether different levels of immersion while playing a compu...
Immersion — also described as engagement, involvement, presence, or a sense of 'being there' in a vi...
Starting out as a minor form of amusement, the game industry has become one of the most lucrative an...
The purpose of this thesis is to explore the following research question: How does immersion occur i...
This paper explores the obstacles associated with designing video game levels for the purpose of obj...
Immersion and the ways it works is a much discussed topic especially in the game industry. To unders...
Game design is a very important part of the game development process. Creation of game content, brin...
Interactive Computer Games have grown in complexity as the game industry has matured into a multi-bi...
It is proposed that games, which are designed to generate positive affect, are most successful when ...
This thesis presents a grounded theory of the flow experiences of mobile game players. Flow is a dee...
The nature of the relationship between immersion and gameplay experience is investigated, focusing p...
The entertaining elements implemented in a serious game are key factors in determining whether a pla...
This practice-based thesis examines the relationship between modern board games and flow theory in o...
The success of any computer game, be it recreational or educational, is dependant on the engagement ...
When designing games, it is important to understand what makes a game fun and balanced. Flow is the ...
The aim of this study was to investigate whether different levels of immersion while playing a compu...
Immersion — also described as engagement, involvement, presence, or a sense of 'being there' in a vi...
Starting out as a minor form of amusement, the game industry has become one of the most lucrative an...
The purpose of this thesis is to explore the following research question: How does immersion occur i...
This paper explores the obstacles associated with designing video game levels for the purpose of obj...
Immersion and the ways it works is a much discussed topic especially in the game industry. To unders...
Game design is a very important part of the game development process. Creation of game content, brin...
Interactive Computer Games have grown in complexity as the game industry has matured into a multi-bi...
It is proposed that games, which are designed to generate positive affect, are most successful when ...
This thesis presents a grounded theory of the flow experiences of mobile game players. Flow is a dee...
The nature of the relationship between immersion and gameplay experience is investigated, focusing p...
The entertaining elements implemented in a serious game are key factors in determining whether a pla...
This practice-based thesis examines the relationship between modern board games and flow theory in o...
The success of any computer game, be it recreational or educational, is dependant on the engagement ...
When designing games, it is important to understand what makes a game fun and balanced. Flow is the ...
The aim of this study was to investigate whether different levels of immersion while playing a compu...