Presence, Involvement, and Flow in Digital Games

  • Jari TakataloEmail author
  • Jukka Häkkinen
  • Jyrki Kaistinen
  • Göte Nyman
Part of the Human-Computer Interaction Series book series (HCIS)


Digital games elicit rich and meaningful experiences for the gamers. This makes games hard to study solely with usability methods that are used in the field of human–computer interaction. Here is presented a candidate framework to analyze multidimensional user experience (UX) in games. Theoretically, the framework is grounded both on previous game studies and on relevant psychological theories. Methodologically, it relies on multivariate data analysis of approximately 320 games (n = 2182), with the aim of revealing the subcomponents of UX in games. The framework captures the essential psychological determinants of UX, namely, its quality, intensity, meaning, value, and extensity. Mapping these determinants to the game mechanics, the narrative and the interface offers a rich view to UX in games and provides added value to those who want to understand why games are experienced in certain ways.


Digital games User experience Presence Flow Involvement Empirical Factor analysis 



We thank prof. Takashi Kawai, Antti Hulsi, Heikki Särkelä, Jeppe Komulainen, Miikka Lehtonen, Maija Pekkola, Jaakko Sipari, and Jari Lipsanen for help in collecting and analyzing the data and sharing thoughts. This work has been supported by the User Centered Information Technology graduate school, Oskar Öflund’s Foundation and the Kone Foundation.


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Copyright information

© Springer-Verlag London 2010

Authors and Affiliations

  • Jari Takatalo
    • 1
    Email author
  • Jukka Häkkinen
    • 2
  • Jyrki Kaistinen
    • 1
  • Göte Nyman
    • 1
  1. 1.Psychology of Evolving Media and Technology (POEM), University of HelsinkiHelsinkiFinland
  2. 2.The Aalto University School of Science and TechnologyEspooFinland

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