Abstract
Background. Engagement has been identified as a crucial component of learning in games research. However, the
Method. This article discusses the results of two experiments that
Results. We found that the five measures of engagement
Keywords
Research on engagement has taken many forms and been assessed in many ways; however, few studies examine multiple measures of engagement simultaneously. Questions in the literature remain about whether different measures capture distinct aspects of engagement. To understand how different measures relate to each other and to determine whether and which elements of the stimuli affect engagement, we conducted two experiments that measure engagement when playing a computer-based video game in five different ways: survey self-report, attention to the stimulus, electro-dermal activity (EDA; previously known as Galvanic Skin Response), mouse movements, and game click logs. We first examine the relationships among these measures, then we analyze which characteristics of an educational game best promote engagement: use of a customized character, level of narrative complexity, and level of art complexity. We found the game manipulations had little to no reliable effect on our various engagement measures. We found evidence, however, to suggest that different measures to assess engagement reveal important player differences that are inaccessible with a single measure approach.
Conceptualizations and Measures of Engagement
Engagement with media and games has been defined in many ways, including as involvement (Zaichkowsky, 1984), immersion (Biocca & Levy, 1995), arousal (Ravaja, Saari, Salminen, Laarni, & Kallinen, 2006), attention (O’Brien & Toms, 2008), interest (Dow, Mehta, Harmon, Macintyre, & Mateas, 2007), identification (Brusselle & Bilandzic, 2009), enjoyment (Mayes & Cotton, 2001), involvement (Klimmt & Vorderer, 2003), effort (Dow et al., 2007), and flow (Csikszentmihalyi, 1997). A popular conceptualization of engagement is the notion of presence or a sense of “being there” in a media experience. Although different definitions of social presence exist, Lombard and Ditton (1997) offer one of the more common approaches, especially in media effects scholarship. They identify six dimensions of presence that researchers often use separately or together as measures of engagement in video games (see McMahan, 2003; Nowak, Kremar, & Farrar, 2008). These dimensions, although linked, identify distinct aspects of presence that have different relationships with media experiences (see Brusselle & Bilandzic, 2009; Wise, Chang, Duffy, & del Valle, 2004). Most measures that approach engagement as immersion, presence, flow, effort, and enjoyment use self-reports on questionnaires.
In the context of video games research, physiological measures of engagement conceptualize it as increases in arousal and attention. O’Brien and Toms (2008) use physical as well as subjective measures, including attention to the screen and clicking on objects, to capture cycles of engagement and disengagement. They explain that emotional responses, attention, and interactivity increase and decrease throughout engaged play. Ravaja et al. (2006) measure player EDA and facial electromyography (EMG) and find reliable relationships between game events and emotional valence. Lim and Reeves (2010) find increased EDA during game play when players interacted with human-controlled avatars than computer-controlled ones, suggesting EDA is sensitive to measuring arousing events during game play.
Few studies have measured engagement through activity or behavior in video games. One potential way of measuring it is through eye tracking and attention to the screen (see, for example, Ismail, Sidek, Khan, & Jalaludin, 2012; Renshaw, Stevens, & Denton, 2009; Teixeira, Wedel, & Pieters, 2012). Another way is to observe behavior of people while they are exposed to a stimulus (Annetta, Mangrum, Holmes, Collazo, & Cheng, 2009), by examining facial expressions (Karimi & Lim, 2010) or choices people make to engage or not with particular characters (Van Vugt, Hoorn, Konijn, & Dimitriadou, 2006). O’Brien and Toms (2008) advocate that interactivity should be a measure of engagement when the stimulus allows for interaction, such as clicking in a video game. Indeed, mouse movements have been shown to be a valid measure of decision making (Dale, Kehoe, & Spivey, 2007), and given O’Brien and Toms directive, could be considered a measure of interactivity in games that indicates engagement.
For the purposes of our research, we define engagement as the degree of activity or attention someone gives to a person or object over some period of time. We adopt O’Brien and Toms’s (2008) operationalization that engagement is a multi-dimensional phenomenon with the following attributes: “challenge, pleasure, endurability, attention, aesthetic and sensory appeal, feedback, variety/novelty, interactivity, and perceived user control” (p. 941). As a multi-dimensional or meta-construct (Appleton, 2008; Fredricks, Blumenfeld, & Paris, 2004), we include self-reports, physiological, and behavioral measures of engagement and, as described next, manipulate game characteristics to determine how measures interrelate.
Engagement and Game Characteristics
Research suggests that technological characteristics of the medium can contribute to—or hinder—engagement (see, for example, O’Brien & Toms, 2008). This study examines three game characteristics that may influence player engagement in a video game: player avatar, visual realism, and narrative.
Theorists have linked levels of engagement in games to identification between player and avatar (Gee, 2003). Character customization may enhance a sense of presence in the game space (Bailey, Wise, & Bolls, 2009), enjoyment (Trepte & Reinecke, 2011), motivation to play (Turkay & Adinolf, 2010), and engagement (Shaw, 2010; Trepte & Reinecke, 2011). This may be because avatars are an extension of agency necessary to navigate a game space (Klimmt, Dorothée, & Vorderer, 2009). Other research suggests that strong feelings of presence in games can also emerge when characters are a fixed element of the game setting, rather than customized by the player (Gee, 2003; Juul, 2005; Shaw, 2010). Avatar attachment is frequently, although not always, associated with customizing or creating characters as a form of self-representation or to fulfill specific goals (Merola & Peña, 2010).
Some researchers argue that visual realism enhances feelings of co-presence (Bailenson et al., 2005) and avatar credibility (Nowak et al., 2008). Others suggest that less realism leads players to be more engaged in games because they are more open to interpretation, allowing greater identification with the setting (Wolf, 2003) or characters (Shaw, 2010). Research from Jones (2008) demonstrated that the higher complexity and realism of a film actually produced lower levels of presence than a comic book telling the same story. This may be because perceptions of presence are caused by heuristics evoked by specific cues in the digital environment. Sundar, Oeldorf-Hirsch, and Garga (2008) propose that presence in communication technologies is mediated by user interpretations of particular cues, including user agency and interactivity, and navigability. In particular, as a consequence of presence is the sensation that the medium or technology has become “invisible” to players (Lombard & Ditton, 1997), it is possible that greater visual detail can lead to a decreased awareness of the medium and a consequently increased sense of presence. Yet, not all research supports this. Whitbred, Skalski, Bracken, and Lieberman (2010) find that use of paper versus video communication of a university’s mission statement had no influence on involvement with the statement, and that the richer channel resulted in lower feelings of presence. They suggest that increased cues can become a distraction or increase expectations of the audience, leading to a decreased sense of involvement. Other research suggests that in some cases, level of visual abstraction has no effect on a sense of presence (Dinh, Walker, Song, Kobayashi, & Hodges, 1999; Zimmons & Panter, 2003). Overall, although most scholars argue visual richness and complexity increase engagement, questions remain about whether this is always the case.
Defined as a story expressed through representations of a series of events (Abbott, 2002), narrative has been identified as when one is absorbed by media content (Green & Brock, 2002), though not all researchers agree on this. Use of a story can increase learning and engagement, and researchers suggest that rich narratives invite exploratory learning (Mott, Callaway, Zettlemoyer, Lee, & Lester, 1999), motivate players (McQuiggan, Rowe, Lee, & Lester, 2008), lead to transportation (the sense one has been teleported into the story) and engagement (Gerrig, 1993), and increase arousal and presence (Schneider, Lang, Shin, & Bradley, 2004). However, not all academics view narratives in games as important to engagement (Juul, 2005). This may be because, as Green (2004) argues, perceived realism of the story may mediate transportation into a narrative world. Importantly, Green and Brock (2002) argue that transportation emerges most strongly when audiences focus fully on the events of the narrative. In educational games, however, narrative often competes with learning content, perhaps negating effects of transportation as well as distracting players from critically processing game content (Green, Brock, & Kaufman, 2004).
The Present Study
The present study examines five different measures of engagement: self-reported presence, the physiological measure of Electro-Dermal Activity (EDA), and behavioral measures of attention to the stimulus, mouse clicks, and mouse rests. These measures capture multiple levels of engagement with varied types of data. We compare these measures and examine how three game characteristics theorized to generate different levels of engagement correspond with these engagement measures. This article discusses only the game engagement portion of that study. We hypothesize the following based on the literature reviewed above:
We also aim to answer the following:
Method
Conditions and Stimuli Material
Study 1 used a one-factor (two-level) plus control design in which participants could customize or were assigned an avatar. Study 2 used a 2 × 2 plus control full factorial between subjects design with conditions rich versus light narrative, and detailed versus simple art.
Both studies used the CYCLES game, a 2D puzzle-based point-and-click game built by a professional game company in Flash and played on a desktop computer, with text, audio, and voice narration. Throughout the game, a trainer speaks to the player to provide instructions and learning content displayed as subtitles with voiceover (VO) audio. In the game, players move from room to room, solving puzzles by identifying and mitigating specific cognitive biases, such as confirmation bias. For example, players must develop a hypothesis and then test which robots are fire proof. They achieve success when they test robots that disconfirm their hypothesis. Between puzzle rooms, transition areas present the player with core learning content, reviews, and quizzes.
The Study 1 game varied whether or not participants could customize their avatar by selecting a helmet shape (e.g., round, square), suit pattern (e.g., striped, plain), gender (male or female), and a name. After the customization screens, game play was identical across the two conditions.
The Study 2 game used an assigned character, where players selected only avatar sex and a name. The game conditions varied by art (detailed vs. simple) and narrative complexity (rich vs. light). Perspective and functionality of the game were the same, but the detailed art condition was full color, with rich textures and shading. The simple art condition was largely monochrome with minimal shading and almost no textures (see Figure 1). Game play, objects, and text were the same across the two art conditions.

Simple and detailed art in a puzzle room.
For each art condition, a light and a rich narrative version of the game was built. The rich narrative version positioned the player as the child of a bias reduction expert who once worked with the CYCLES Training Center owner, Dr. Ohm. The Center’s top trainer helps the player steal Ohm’s techniques to share them with the world. In the process, the player discovers that Dr. Ohm is using human brains to create robots, and the mission is to shut down the evil operation. The game tells most of the story in an introduction, in text added to transition rooms, and in the game ending. For example, in the light narrative condition, the player is welcomed with the text, “Welcome to the CYCLES Training and Mitigation Center.” In the rich narrative condition, the player first hears, “Psst! Can you hear me? Good. I know you want to get your mother’s bias training back from Ohm, but be careful!”
Measures
Survey self-reported engagement
Four of the scales from Lombard and Ditton’s (1997) Temple Presence Inventory (TPI) were used in a survey administered immediately after playing the game: Social Richness that identifies how responsive and sociable the experience felt (reliability α = .88); Social Realism that assess how similar game experiences are to “the real world” (reliability α = .90); Active Interpersonal Presence that assesses how often players smiled, spoke, or laughed in response to the game (reliability α = .73); and Mental Immersion that identifies how involving and exciting the experience felt (reliability α = .89). Except for Social Richness, scale answers were on a 7-point Likert-type scales from strongly disagree to strongly agree, and some items were reversed. Social Richness used semantic differentials on a 7-point scale. We also used the Narrative Transportation Scale (Green & Brock, 2000) that assesses the extent to which individuals feel transported “inside” a media experience with questions such as, “I could picture myself in the game” (reliability α = .81). Answers were on a 5-point Likert-type scale from strongly disagree to strongly agree.
Attention-based engagement (ABE)
We developed a measure based on engagement measures developed by Read, MacFarlane, and Casey (2002). We video recorded the faces of a 30% sample of participants and content analyzed them to identify time spent looking at the screen. Research assistants were trained for approximately 30 hours using a 10% sample of identical session videos to reach an intercoder reliability of .89 using Krippendorff’s (2004) alpha. Seconds looking away from the screen were subtracted from total game play time and used to calculate the percent of total time participants were looking at the screen, this time on task was ABE. It was positively correlated with how “involving” participants rated the game (r = .401, p < .05) and negatively correlated with finding the game frustrating (r = −.376, p < .05). These relationships suggest ABE is capturing valid aspects of engagement, but as a new measure, we must interpret the results with caution.
Electro-dermal activity (EDA)
Prior research suggests that EDA, which varies with sympathetic nervous system activation, can serve as a measure of cognitive engagement to external stimuli such as games (Mandryk & Inkpen, 2004). To measure EDA, we connected participants to a Q pod (Affectiva) EDA hand unit with Ag/AgCl dry electrodes. We measured EDA in microsiemens, sampled at a standard frequency of 16 Hz. We use the latter 5 minutes of a 10-minute inactive period before the first survey to establish a baseline EDA level. For our analyses, we log transformed baseline EDA and EDA during game play to attenuate skew. We calculated EDA Change as log (EDA during game play) minus log (baseline EDA).
Mouse clicks
The game included automatic logging capabilities that track player clicks on interactive objects. The measure Active Mouse Clicks is the sum of clicks on interactive puzzle objects such as robots and on puzzle room floors that move the avatar. We selected this because it reflects differences in puzzle and movement styles across participants. We excluded clicks on the screen that have no effect in the game (e.g., on non-interactive text or images).
Mouse movement
Patterns of mouse movements have been documented to provide measures of cognitive function, including engagement and decision making (Dale et al., 2007). We recorded mouse location in x,y at 20-millisecond intervals. The variable in the present analysis is Mouse Rest Percent, calculated as the percent of total game play time in which the mouse is not moving. To focus on the parts of the game with the most interaction, we included only movements in puzzle rooms, excluding transition room data. Study 1 included only mouse movements in three rooms, and Study 2 included mouse movement in all puzzle rooms. We normalized measures for differences between players and differences between rooms and adjusted to normalize the distribution.
Procedures
For both studies, procedures were the same. First, we recruited college students from three universities using psychology research pools and communication classrooms. Participants came into a university computer lab where they used a computer to take a 35-minute pre-session survey that measured game and computer experience, psychological characteristics, cognitive biases, and demographics. We assigned them randomly to a condition. Immediately after completing the game, they answered a 25-minute post-session questionnaire measuring cognitive biases and engagement.
We measured participants at one university for EDA (roughly 30% of the total N of the sample). This changed their procedures slightly. Before they took the first questionnaire, they were fitted with a Q pod (Affectiva) EDA hand unit with Ag/AgCl dry electrodes, and then sat quietly for 10 minutes to establish a baseline EDA level. After taking the pre-session questionnaire, they sat again for 5 minutes as a rest time, and then played the game and took the post-session survey. They were also videotaped using cameras on the computers. In addition, 35% of a second university’s participants were videotaped for analysis.
Debriefing
Because we conducted controlled experiments focused on teaching about cognitive biases, we provided a debriefing, as best practices of teaching in simulations and gaming scholars suggest (Lederman, 1992). Ours consisted of a description of the objectives of the game and provided recommended readings about cognitive biases. The objective was to help participants understand what they had experienced and why.
Participants
Study 1 participants were 280 undergraduate and graduate students from three universities recruited from summer classes. Participants were 41% male and 59% female, and 64% were White. Participants had an average age of 21, and 81% were in their third or last years of school. Nearly all (96%) participants considered themselves to have intermediate or better expertise with computers, 58% agreed or strongly agreed they “like playing video games,” 22% considered themselves “gamers,” and 60% said they play games 1 day or more per week.
The sample in Study 2 consisted of 480 college students from three universities. They were 35% male, 65% female, and 80% were White. Their average age was 19.5 years, and 67% were in their first or second year of school. Their computer knowledge was high, with 87% reporting intermediate or higher expertise. A majority (59%) agreed or strongly agreed they “like playing video games,” 16% considered themselves “gamers,” and 61% said they play games 1 day or more per week.
Results
To examine the three hypotheses, we first examined descriptive statistics on each of the measures (see Tables 1 and 2). We then conducted Pearson correlations on the standardized (z score) values of the nine engagement measures used here (see Tables 3 and 4).
Engagement Measure Descriptive Statistics Study 1.
Note. ABE = attention-based engagement; EDA = electro-dermal activity.
Engagement Measure Descriptive Statistics Study 2.
Note. ABE = attention-based engagement; EDA = electro-dermal activity.
Standardized (z Score) Engagement Measure Correlations, Study 1.
Note. ABE = attention-based engagement; EDA = electro-dermal activity.
p < .1. **p < .05. ***p < .01.
Standardized (z Score) Engagement Measure Correlations, Study 2.
Note. ABE = attention-based engagement; EDA = electro-dermal activity.
p < .1. **p < .05. ***p < .01.
ANOVAs for Study 1
Self-reported measures of engagement
A MANOVA employing the five scale measures as dependent variables, and character customization (customized, assigned) as the independent variable found no effect of customization, Wilks’s λ = .03, F(5, 156) ≤ 1, p < .95. Examining the effects of character customization on each measure alone showed no significance for main effects (all ps > .3). H1 was not supported using self-reported measures.
Other measures of engagement
A MANOVA employing the four objective measures of engagement as dependent variables, and character customization as the independent variable found no main effect of customization, Wilks’s λ = .59, F(4, 7) < 1.24, indicating H1 was not supported using external measures.
ANOVAs for Study 2
Self-reported measures of engagement
A MANOVA employing the 5 scale measures as dependent variables, and art (detailed, simple) by narrative (rich, light) as independent variables found a significant main effect of narrative, Wilks’s λ = .88, F(5, 375) = 10.74, p < .001, but no main effect of art, Wilks’s λ = .99, F(5, 375) < 1, and no interaction, Wilks’s λ = .99, F(5, 375) < 1.
The main effects on narrative in the multivariate analysis were mirrored on the Social Realism scale alone, F(1, 379) = 47.48, p < .001; light narrative mean = 4.4; rich narrative mean = 3.3, and marginally non-significant on the Transportation scale, F(1, 379) = 3.55, p = .06; light narrative mean = 2.9; rich narrative mean = 2.7. These results indicate that light narrative demonstrated greater engagement than the rich narrative for both measures, which is the opposite direction than predicted. None of the other univariate analyses approached significance for either main effect or for interactions (all ps > .15). H2 and H3 were not supported using self-reported measures.
Other measures of engagement
Separate analyses were conducted for each of the three different types of objective measures (EDA, mouse clicks and rests, and ABE).
EDA
Change in EDA relative to the player’s own baseline showed a marginally significant interaction of art by time, Wilks’s λ = .95, F(1, 79) = 3.94, p = .51, a significant effect of art by narrative by time, Wilks’s λ = .89, F(3, 79) = 3.81, p < .05, and a main effect of time, Wilks’s λ = .88, F(1, 79) = 10.48, p < .01, that were evidence of interactions, with no main effects or other interactions approaching significance (all ps > .3). Paired-sample t tests showed significant increases from baseline in EDA in the rich narrative, detailed art condition, t(20) = 3.85, p < .05; baseline mean = 1.2, game mean = 1.6; and in the simple art, light narrative condition, t(20) = 2.82, p < .05; baseline mean = 1.3, game mean = 1.5, but no significant changes in the detailed art, light narrative condition, t(20) = 1.16, p > .05; baseline mean = 1.1, game mean = 1.2, or in the simple art, rich narrative condition, t(20) = −0.84, p > .05; baseline mean = 1.6, game mean = 1.5. Neither H2 nor H3 were supported.
ABE
An ANOVA looking at the amount of time spent attending to the screen found no main effects for art, F(1, 58) < 1, or narrative, F(1, 58) < 1, nor a significant interaction, F(1, 58) = 1.76, p > .1.
Mouse use
A MANOVA examined mouse performance metrics for mouse rest time and clicks, but showed no main effects for art, Wilks’s λ = .99, F(2, 329) = 2.11, p > .1, or narrative, Wilks’s λ = 1.0, F(2, 329) < 1, nor a significant interaction, Wilks’s λ = 1.0, F(2, 329) < 1.
Engagement Measure Interrelationships
Although the game conditions differed from Study 1 to Study 2, correlations among the self-reported engagement measures were somewhat consistent across the studies. All self-reported measures were positively associated with one another as expected, but at modest levels of correlation, corresponding with research that shows these measures tap into aspects of engagement that are related, but not synonymous (Lombard & Ditton, 1997). In Study 1, little evidence appeared for a relationship among subjective, behavioral, and physiological measures of engagement, with no correlations among the measures at p < .05. In Study 2, time looking at the screen and mouse rests were related to some subjective measures, and EDA pre-post change was related to Active Interpersonal (r = −.102) with marginal significance.
Discussion
Overall, these patterns suggest several things. First, as Study 2 indicates, looking more at the screen (ABE) is related to increases in some types of presence (Transportation, r = .397; Social Richness, r = .344; and Mental Immersion, r = .545), but not all. This reinforces the distinctions among the self-reported measures (Lombard & Ditton, 1997) and suggests that ABE captures a distinct dimension of engagement that may be related to some aspects of presence. Interestingly, ABE was unrelated to all other behavioral and physiological measures (EDA, mouse rests, mouse clicks), suggesting that it is also distinct from actions taken in the game and from arousal. It is possible that players are driven to look away from the game by external factors such as distractions in the room rather than game activities. If, as suggested by Csikszentmihalyi (1997), participants in a state of flow are less likely to look away at such distractions, these findings fail to document a relation between flow and either actions taken in the game or to arousal.
Second, the lack of relationship between the presence measures and mouse clicks suggest that presence cannot be associated with actions taken during the game. In addition, the fact that EDA is unrelated to all other measures in both studies indicate that arousal is a substantially different dimension of engagement than attention, presence, and mouse use. We draw this conclusion with caution, however, as the high variability typical of EDA measures (in both studies, the SD was higher than the mean) may make such relationships more difficult to detect.
Finally, the negative relationships among mouse rests and presence measures suggest that higher levels of presence correspond with more active mouse use. Players with a greater sense of presence may tend to cover more distance when they move their mouse around the game space. Mouse movements may be indicative of using the mouse cursor as a tool for visual exploration. It may also indicate greater presence and thus greater motivation to look around. Future research should pair mouse movements with eye-tracking data to explore this pattern further.
Engagement and Game Characteristics
Analyses of Study 1 revealed that character customization did not increase engagement on any of our nine engagement measures. H1 was therefore not supported. Given that our nine measures tapped into different dimensions of engagement, we are confident that customization was not a consequential game feature for engagement. This may be because of the short duration of our game (approximately 30 minutes), and it may be the case that avatar customization affects engagement, but only for players who have spent substantial time with a game. Alternatively, it may be that customization is less consequential for educational games than for other types.
Study 2 suggested that narrative and art may affect some aspects of engagement. First, two of the presence measures were related to narrative, but in the opposite direction than predicted: richer, more complex narrative corresponded with lower levels of Social Realism and (at marginal significance) Transportation. Although narrative has been a well-established technique for generating engagement (Green, 2004; Green & Brock, 2002), our study imposes qualifications on that general finding. In this educational game, it was necessary to combine the narrative with learning content, which may have made players feel the narrative was distracting, confusing, or conflicting in relation to the game’s goals. It is also possible that the game’s puzzle genre was relevant. Research showing the importance of game narratives to engagement generally examines narrative-oriented genres, such as adventure games. The puzzles and learning content may have kept players from fully focusing on the events of the narrative, reducing engagement (Green & Brock, 2002). A sense of realism may have only emerged in the light narrative condition, where the story did not overshadow the game’s real-world examples and emphasis on decision making, as in the rich narrative condition.
Self-reported measures showed no difference by level of art complexity, but EDA measures provide some evidence that art matters to engagement. The significant effects of time on EDA found in only the most complex condition (rich narrative, detailed art) and least complex condition (light narrative, simple art) and the significant interaction among art, narrative, and time suggest that combinations of art and narrative influence participants in different ways. Considering also the significant impact of art alone, this suggests that complex art increases engagement, but only when it is combined with similarly complex narrative. This may be because participants expect greater story richness when detailed art is used. A complex narrative with simple art and vice versa might generate conflicting expectations, causing players to disengage, lowering arousal.
Differences in the subjective, behavioral, and physiological measures of engagement documented in this study may be in part due to how participants remember their experience. We assessed subjective measures by survey after game play, whereas the behavioral and physiological measures were assessed continuously during game play. It is possible that the frequent changes to complex images in the detailed art condition produce arousal, but do not stand out in participants’ memories during the post-test. Narrative, in contrast, may be more memorable (Green et al., 2004). This corresponds with research from Dinh et al. (1999) that found that level of visual detail had no effect on recall of elements of a virtual environment. To the extent that greater visual and narrative detail led to an increased awareness of the game as a game, these factors may inhibit feelings of presence even if they increase arousal (Sundar et al., 2008).
Conclusion
We tested a particular genre of game focused on specific learning objectives. We found that manipulated game characteristics of art, narrative, and character customization had little to no effect on engagement. Different measures seemed to tap distinct dimensions of engagement. Some of the dimensions of self-reported presence correlated with ABE, but had no relationship with EDA. We found a positive relationship between mouse action and presence measures. Our results support the idea that engagement is a multi-dimensional construct, and suggests the need for more research to examine the relationships between measures of engagement systematically.
Our research has limitations. First, the small sample size of some of our measures and the college student population used in this study necessarily require caution in generalizing our results. Second, ABE is an effort to measure attention without the expense and complexity of eye-tracking devices. Because this is a new measure, readers should understand that results are preliminary. One current limitation of ABE is that it has a small variance, which we aim to correct as we refine the measure. Third, our experiments were on an educational game that we developed, and it might be an outlier in terms of engagement. In the future, we aim to conduct an experiment using our battery of engagement measures to compare a popular commercial game, a commercial educational game, and our game. Fourth, the lack of differences in our experimental conditions on engagement may be due to not enough distinction between the conditions. We may need to undertake experiments that create conditions that are even further at the extremes of game characteristics to see meaningful differences in engagement.
Overall, the complex relationships found among game factors like presence and factors widely identified as enhancing engagement (art and narrative) suggest that it is not uniform in all games. Our research suggests that using different methods to assess engagement can illuminate important patterns in player reactions that are inaccessible through a single approach alone.
Footnotes
Acknowledgements
We would like to thank the three anonymous reviewers for their care and attention in their review of the manuscript. We also thank the many lab assistants who helped us to collect the data in this study, including Summer Alameel, Daniela Castillo, Bethany Conway, Jennifer Crowley, Christine Filer, Michelle Hook, Scott Hawks Lee, John O’Connell, Xiaoai Ren, Stephanie Train, and Di Wang.
Author Contributions
All authors contributed equally to the development, review, and revision of this article and to the research that underpins it.
Authors’ Note
The views and conclusions contained herein are those of the authors and should not be interpreted as necessarily representing the official policies or endorsements, either expressed or implied, of IARPA, AFRL, or the U.S. Government.
Declaration of Conflicting Interests
The author(s) declared no potential conflicts of interest with respect to the research, authorship, and/or publication of this article.
Funding
The author(s) disclosed receipt of the following financial support for the research, authorship, and/or publication of this article: This work was supported by the Intelligence Advanced Research Projects Activity (IARPA) via the Air Force Research Laboratory contract number FA8650-11-C-7176.
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