Computers in Human Behavior Reports (Dec 2023)

Mining players’ experience in computer games: Immersion affects flow but not presence

  • Simone Colombo,
  • Patrik Hansson,
  • Markus B.T. Nyström

Journal volume & issue
Vol. 12
p. 100334

Abstract

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The aim of this study was to investigate whether different levels of immersion while playing a computer game affect the participant's experiences of flow and presence. Understanding how different levels of immersion influence the experiences of flow and presence can shed light on the intricate interplay between these constructs and provide valuable insights into the factors that contribute to engaging and immersive gameplay. The independent variable, immersion, was manipulated in three conditions (high, moderate, and low) in a between-subject design within the video game Minecraft. Participants were asked to complete 15 min of gameplay and then fill out the questionnaires concerning flow and presence. The experiment was conducted remotely on a video-sharing platform. Bayesian analysis revealed an effect of immersion level on flow, while no evidence of an effect was found for the experience of presence. This study provides evidence in favor of a relation between flow and immersion while supporting a presumed double dissociation of immersion from presence. Future research using a Bayesian approach is encouraged to build further knowledge on this research topic.

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