2020
DOI: 10.1007/s10956-020-09870-4
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Investigating Engagement and Flow with a Placed-Based Immersive Virtual Reality Game

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Cited by 55 publications
(32 citation statements)
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References 49 publications
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“…This finding supports the social control theory, which suggested that people who have strong bonds with the task/activity are less likely to develop problem behaviors through affiliation with other peers. The findings are also consistent with the work of Bodzin et al (2021) who reported how likely for an individual engaging in virtual environments to experience a flow state through high avatar immersion and presence.…”
Section: Discussionsupporting
confidence: 89%
“…This finding supports the social control theory, which suggested that people who have strong bonds with the task/activity are less likely to develop problem behaviors through affiliation with other peers. The findings are also consistent with the work of Bodzin et al (2021) who reported how likely for an individual engaging in virtual environments to experience a flow state through high avatar immersion and presence.…”
Section: Discussionsupporting
confidence: 89%
“…The instructor established the setting, ensuring that the students stayed on task and stuck to the timing of the exam and research procedures. We know from previous research that, due to the immersive nature of VR, it may stimulate Csikszentmihalyi’s “flow” (Bodzin et al, 2020 ). It is likely that students in noncontrolled circumstances would have taken more time to meditate, which could have had a different effect than what we found.…”
Section: Discussionmentioning
confidence: 99%
“…In the development and research of games, the primary objective is to achieve high engagement [63] [85]. Games can induce high engagement levels, stimulate repetition and practice, and incentivize via challenges and rapid feedback [8]. Brown and Cairns [10] had defined engagement as phasic involvement, where the experience was not static but can be described as a scale of involvement with a game.…”
Section: A Engagementmentioning
confidence: 99%
“…Mind's motivation potential Amount of information perceived in games , i.e., the information of the game as a the game move is made or the score is taken Amount of information expected in games, i.e., the branch and depth of a game tree's move or the number of possibilities of obtaining the score By solving (2) and ( 5), then E q is given by (7). Then, the first derivative of ( 7) is given by (8). Solving E q (m) = 0, then m = 2 3 which has the peak of E q = 8 27 , which is symmetrical to E p .…”
Section: Game's Motivation Potentialmentioning
confidence: 99%