Engagement in Digital Entertainment Games: a Systematic Review ⇑ Elizabeth A

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Engagement in Digital Entertainment Games: a Systematic Review ⇑ Elizabeth A Computers in Human Behavior 28 (2012) 771–780 Contents lists available at SciVerse ScienceDirect Computers in Human Behavior journal homepage: www.elsevier.com/locate/comphumbeh Review Engagement in digital entertainment games: A systematic review ⇑ Elizabeth A. Boyle a, , Thomas M. Connolly b, Thomas Hainey b, James M. Boyle c a School of Social Sciences, Faculty of Health, Education and Social Sciences, University of the West of Scotland, High St., Paisley Campus, Paisley PA1 2BE, Scotland, United Kingdom b School of Computing, Faculty of Science and Technology, University of the West of Scotland, Paisley Campus, Paisley PA1 2BE, Scotland, United Kingdom c School of Psychological Sciences and Health, Faculty of Humanities and Social Science, University of Strathclyde, Glasgow, Scotland, United Kingdom article info abstract Article history: Since their introduction over 40 years ago, digital entertainment games have become one of the most Available online 31 December 2011 popular leisure activities globally. While digital games clearly provide highly engaging activities, the nat- ure of this engagement is not well understood. The current study aims to advance our understanding by Keywords: reporting a systematic review of recent literature addressing engagement in computer games. The papers Engagement in the review comprise a sub-sample of papers relating to engagement in digital games that was selected Enjoyment from a broader literature search carried out on the outcomes and impacts of playing computer games. A Entertainment diverse range of studies was identified that examined varied aspects of engagement in games including Computer games subjective experiences while playing games, the physiological concomitants of these experiences, Flow Motives motives for playing games, game usage and time spent playing games and the impact of playing on life satisfaction. A narrative review was carried out to capture these diverse aspects of engagement and to develop a more coherent understanding of engagement in computer games. Ó 2011 Elsevier Ltd. All rights reserved. Contents 1. Introduction . ...................................................................................................... 772 2. Methodology. ...................................................................................................... 772 2.1. Data collection. ......................................................................................... 772 2.1.1. Search terms . .............................................................................. 772 2.1.2. Databases searched . .............................................................................. 772 2.1.3. The searchable database . .............................................................................. 772 2.2. Selection criteria for inclusion of papers in the current review of engagement in games . ................................... 772 2.3. Data analysis . ......................................................................................... 773 3. Results. ...................................................................................................... 773 3.1. Main literature search. ......................................................................................... 773 3.2. Papers selected for current review using our inclusion criteria . ...................................................... 773 3.3. Categorisation of papers . ......................................................................................... 773 3.4. Research designs . ......................................................................................... 773 3.5. Subjective feelings of enjoyment experienced while playing games . ...................................................... 773 3.6. Physiological responses to playing games . ......................................................................... 774 3.7. Motives/reasons for playing games . ......................................................................... 775 3.8. Game usage . ......................................................................................... 776 3.9. Game market and player loyalty . ......................................................................... 777 3.10. Impact of game-playing on life satisfaction. ......................................................................... 777 4. Discussion. ...................................................................................................... 777 4.1. Conclusion . ......................................................................................... 779 Acknowledgment . ................................................................................... 779 Appendix A. Supplementary material. ................................................................................... 779 References . ...................................................................................................... 779 ⇑ Corresponding author. Tel.: +44 141 848 3783; fax: +44 141 848 3780. E-mail address: [email protected] (E.A. Boyle). 0747-5632/$ - see front matter Ó 2011 Elsevier Ltd. All rights reserved. doi:10.1016/j.chb.2011.11.020 772 E.A. Boyle et al. / Computers in Human Behavior 28 (2012) 771–780 1. Introduction While much of the early research on computer games focused on the negative impacts of playing digital games, more recently there Since the introduction of the computer games Pong and Space has also been interest in positive outcomes of playing games. Durkin Invaders into the UK during the 1970s, digital games have had a and Barber (2002), for example, found that adolescents who play transformational impact on how we spend our leisure time. Games games had more favourable outcomes with respect to family close- provide engaging and enjoyable activities and the digital games ness, school engagement, involvement in other leisure activities, market has expanded to become the fastest growing leisure market positive mental health, substance use, self-concept, friendship net- even during a worldwide recession (Chatfield, 2010). While the ap- work and obedience to parents. The engagement provided by games peal of digital games is self-evident in terms of sales of games, can be viewed as one of these positive outcomes. It is recognised numbers of people playing games and time spent playing games, that there is a dearth of empirical evidence concerning the impact it has been deceptively difficult to explain (Nabi & Kremar, of games (Connolly, Stansfield, & Hainey, 2008) and the current re- 2004). Vorderer, Klimmt, and Ritterfield (2004) suggested that re- view aims to add to our understanding of the nature of engagement search has neglected to consider the nature of media enjoyment, in digital entertainment games by reporting the results of a litera- Sweetser and Wyeth (2005) claimed that understanding game ture review of selected papers which address this topic. usability has had priority over understanding game enjoyment, while Yannakis and Hallam (2007) argued that our knowledge of 2. Methodology how to develop enjoyable computer games is ‘‘fundamentally incomplete’’. 2.1. Data collection Existing theoretical frameworks developed in the literature on motivation, communication and media may help to structure our In 2011 a literature search was carried out with the aim of understanding of engagement in games. These theoretical perspec- developing a searchable database of papers relevant to the impacts tives broadly address two different topics relevant to engagement, and outcomes of computer games. The time period covered in this the subjective experiences and enjoyment of games and motives search was 1961 to 2011. for playing games. The most influential construct used to explain subjective experience while playing games is flow theory 2.1.1. Search terms (Csíkszentmihályi, 1990). Csíkszentmihályi originally developed Search terms used in the main literature search were derived the notion of flow to describe the rewarding, subjective, emotional from a previous search carried out on the evaluation of computer state of optimal pleasure that arises when an individual is ab- games (Connolly et al., 2008) and addressed the variety of digital sorbed in either work or leisure activities that are perceived as games that might be played: valuable. Csíkszentmihályi characterised flow as a complex con- struct with eight different components. Central to flow is the idea (‘‘computer games’’ OR ‘‘video games’’ OR ‘‘serious games’’ OR that there should be an optimal match between the skills an indi- ‘‘simulation games’’ OR ‘‘games-based learning’’ OR ‘‘MMOG’’ vidual possesses and the challenges presented by an activity. In OR ‘‘MMORPG’’ OR ‘‘MUD’’ OR ‘‘online games’’). addition the experience should be intrinsically rewarding, immer- sive, involve a high degree of concentration and a sense of personal Additional search terms used for the impacts and outcomes of control, have clear goals and provide direct and immediate feed- computer games reflected our interest in broadly defined out- back. Sherry (2004) applied flow theory to explain the engagement comes and impacts of playing games, as well as the more specific that players experience in playing games. impact of games in learning or engaging or motivating players: Self determination (SD) theory is an influential account of hu- man motivation (Deci & Ryan, 1985) which proposes that human (‘‘evaluation’’ OR ‘‘impacts’’ OR ‘‘outcomes’’ OR ‘‘effects’’ OR behaviours are determined by very general human needs for com-
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