2017
DOI: 10.1080/10447318.2017.1340229
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Sense of Immersion in Computer Games Using Single and Stereoscopic Augmented Reality

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Cited by 29 publications
(20 citation statements)
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References 25 publications
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“…Immersion is reflected by the degree of physical and mental participation (Carù and Cova, 2006) and manifested by the extent that individuals ignore other attentional biases apart from the activity (Agarwal and Karahanna, 2000). Immersion is the actual experience of engaging in a virtual activity, and should not be confused with cognitive absorption, a state of deep involvement with software which is best categorized as an attitude toward technology in general (Agarwal and Karahanna, 2000;Sekhavat and Zarei, 2018).…”
Section: Immersionmentioning
confidence: 99%
“…Immersion is reflected by the degree of physical and mental participation (Carù and Cova, 2006) and manifested by the extent that individuals ignore other attentional biases apart from the activity (Agarwal and Karahanna, 2000). Immersion is the actual experience of engaging in a virtual activity, and should not be confused with cognitive absorption, a state of deep involvement with software which is best categorized as an attitude toward technology in general (Agarwal and Karahanna, 2000;Sekhavat and Zarei, 2018).…”
Section: Immersionmentioning
confidence: 99%
“…It contributes to the engagement levels (Brockmyer et al, 2009) and flow state (an altered state of mind where one experiences a matched challenge to their skill which results in absorption and losing sense of space and time; Csikszentmihalyi, 2020;Jin, 2012) of players. Presence was shown to be a predictor of enjoyment and increased game play time in several video gaming and ARG research (e.g., Lee et al, 2018;Sekhavat & Zarei, 2018;Skalski et al, 2011).…”
Section: Theoretical Backgroundmentioning
confidence: 99%
“…Augmented reality technology has been increasingly adopted, with promising results, in health interventions to promote physical and mental health [46,47]; however, there is a lack of evidence that confirms the effect of game-based interventions on suicide prevention. Only a few studies have investigated the benefits of playing Pokémon Go on mental health and have reported that playing Pokémon Go, both alone and with others, can positively affect the players' well-being and social life [48], possibly by helping players shut out negative thoughts or concerns through flow experience-a state of complete absorption or engagement in the game activity [49,50]. Research shows that flow experience is linked to positive affect [51], and increased levels of flow experience were found in both solo and collaborative gameplay [52,53].…”
Section: Comparison With Prior Workmentioning
confidence: 99%