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Affective involvement in digital games

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Abstract
The chapter takes as its main object of study Calleja’s (2011) Player Involvement Model, an analytical framework designed to understand player experience developed through qualitative research. The model identifies six dimensions of involvement in digital games, namely kinesthetic involvement, spatial involvement, shared involvement, narrative involvement, ludic involvement and affective involvement. The goal of the chapter was to develop the model further by testing it in an experimental context. Consequently, three experiments were conducted in order to examine how different components of digital gameplay (i.e. the story that is written into a game, the social setting in which a game is played, and the player’s control in a game environment) can affect the player’s involvement on the six proposed dimensions. Special attention is paid to affective involvement, and how this dimension of player involvement relates to the other dimensions. The findings of the experiments provide initial support for Calleja’s (2011) Player Involvement Model in a quantitative setting.

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MLA
Calleja, Gordon, Laura Herrewijn, and Karolien Poels. “Affective Involvement in Digital Games.” Emotion in Games : Theory and Praxis. Ed. Kostas Karpouzis & Georgios N Yannakakis. Vol. 4. Springer, 2016. 39–56. Print.
APA
Calleja, G., Herrewijn, L., & Poels, K. (2016). Affective involvement in digital games. In K. Karpouzis & G. N. Yannakakis (Eds.), Emotion in games : theory and praxis (Vol. 4, pp. 39–56). Springer.
Chicago author-date
Calleja, Gordon, Laura Herrewijn, and Karolien Poels. 2016. “Affective Involvement in Digital Games.” In Emotion in Games : Theory and Praxis, ed. Kostas Karpouzis and Georgios N Yannakakis, 4:39–56. Springer.
Chicago author-date (all authors)
Calleja, Gordon, Laura Herrewijn, and Karolien Poels. 2016. “Affective Involvement in Digital Games.” In Emotion in Games : Theory and Praxis, ed. Kostas Karpouzis and Georgios N Yannakakis, 4:39–56. Springer.
Vancouver
1.
Calleja G, Herrewijn L, Poels K. Affective involvement in digital games. In: Karpouzis K, Yannakakis GN, editors. Emotion in games : theory and praxis. Springer; 2016. p. 39–56.
IEEE
[1]
G. Calleja, L. Herrewijn, and K. Poels, “Affective involvement in digital games,” in Emotion in games : theory and praxis, vol. 4, K. Karpouzis and G. N. Yannakakis, Eds. Springer, 2016, pp. 39–56.
@incollection{8511152,
  abstract     = {The chapter takes as its main object of study Calleja’s (2011) Player Involvement Model, an analytical framework designed to understand player experience developed through qualitative research. The model identifies six dimensions of involvement in digital games, namely kinesthetic involvement, spatial involvement, shared involvement, narrative involvement, ludic involvement and affective involvement. The goal of the chapter was to develop the model further by testing it in an experimental context. Consequently, three experiments were conducted in order to examine how different components of digital gameplay (i.e. the story that is written into a game, the social setting in which a game is played, and the player’s control in a game environment) can affect the player’s involvement on the six proposed dimensions. Special attention is paid to affective involvement, and how this dimension of player involvement relates to the other dimensions. The findings of the experiments provide initial support for Calleja’s (2011) Player Involvement Model in a quantitative setting.},
  author       = {Calleja, Gordon and Herrewijn, Laura and Poels, Karolien},
  booktitle    = {Emotion in games : theory and praxis},
  editor       = {Karpouzis, Kostas and Yannakakis, Georgios N},
  isbn         = {9783319413143},
  issn         = {2509-5706},
  language     = {eng},
  pages        = {39--56},
  publisher    = {Springer},
  series       = {Socio-Affective Computing},
  title        = {Affective involvement in digital games},
  url          = {http://dx.doi.org/10.1007/978-3-319-41316-7_3},
  volume       = {4},
  year         = {2016},
}

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