This paper describes a study that was performed to define a model of engagement in digital games and the problems encountered with our testing methods. Drawing upon multiple disciplines, our working model of engagement was meant to help describe, predict, and analyze the conditions that create a high level of engagement in players. To refine the model and develop a methodology for studying engagement, an exploratory prototype study was performed in which participants were observed playing a pair of games (The Curse of Monkey Island and The Oregon Trail 5th Edition). This study used common usability testing methods along with a pre- and post-test modeled after Witmer and Singer’s Presence Questionnaire and a flow test at timed intervals. Unfortunately, it became clear that our testing methods needed refinement, though we believe the engagement model may still be useful as a common artifact informed from multiple disciplines.
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