P Cairns
Biographic Data
| ID | 39872 |
|---|---|
| NAME | P Cairns |
| GIVEN NAMES | P |
| FAMILY NAME | Cairns |
| SIGNATURE | CAIRNS P |
| AFFILIATIONS | University of York |
| ORCID | 0000-0002-6508-372X |
| VERIFIED | Yes |
| TOTAL WORKS | 11 |
| TOTAL CITATIONS | 0 |
| WORKS AS AUTHOR | 11 |
| WORKS AS EDITOR | 0 |
| FIRST PUBLICATION YEAR | 2004 |
| LATEST PUBLICATION YEAR | 2025 |
| H-INDEX | 0 |
The development and validation of the Immersion Experience Questionnaire Short Form (IEQ-SF)
Growing together
There are many questionnaires to assess player motivation, originating from a diverse range of disciplines. Each discipline differs in their usage and reporting of questionnaires, but there has been no attempt to standardise their application. No standard approach leads to a lack of transparency in usage reporting, which affects the ability of the field to synthesise. This has made it unclear whether player motivation research is a unified commun…
Investigating game attention using the Distraction Recognition Paradigm
Digital games are well known for holding players’ attention and stopping them from being distracted by events around them. Being able to quantify how well games hold attention provides a behavioral foundation for measures of game engagement and a link to existing research on attention. We developed a new behavioral measure of how well games hold attention, based on players’ post-game recognition of irrelevant distractors which are shown around th…
Enabled Players
It is increasingly recognized that there are many players of mainstream digital games who have some form of disability. It is not known which aspects of games are valued by players, regardless of whether they have a disability. We report on a survey of 71 players from the general game community and 123 players with disabilities asking what makes games important to them. We found established motivations to play such as social connection and escapi…
Measuring perceived challenge in digital games
Paying for loot boxes is linked to problem gambling, regardless of specific features like cash-out and pay-to-win
Video game loot boxes are linked to problem gambling
Loot boxes are items in video games that can be paid for with real-world money and contain randomised contents. In recent years, loot boxes have become increasingly common. There is concern in the research community that similarities between loot boxes and gambling may lead to increases in problem gambling amongst gamers. A large-scale survey of gamers (n = 7,422) found evidence for a link (η2 = 0.054) between the amount that gamers spent on loot…
A practical approach to measuring user engagement with the refined user engagement scale (UES) and new UES short form
User engagement (UE) and its measurement have been of increasing interest in human-computer interaction (HCI). The User Engagement Scale (UES) is one tool developed to measure UE, and has been used in a variety of digital domains. The original UES consisted of 31-items and purported to measure six dimensions of engagement: aesthetic appeal, focused attention, novelty, perceived usability, felt involvement, and endurability. A recent synthesis of …
Liveness’ in human-machine interaction
Interaction with a machine is different in a vast number of ways from interacting with a person. For the most part such interactions must be treated separately and it is a positive characteristic t
Measuring and defining the experience of immersion in games
A grounded investigation of game immersion
The term immersion is widely used to describe games but it is not clear what immersion is or indeed if people are using the same word consistently. This paper describes work done to define immersion based on the experiences of gamers. Grounded Theory is used to construct a robust division of immersion into the three levels: engagement, engrossment and total immersion. This division alone suggests new lines for investigating immersion and transfer…
No prominent works on this page.
A grounded investigation of game immersion
The term immersion is widely used to describe games but it is not clear what immersion is or indeed if people are using the same word consistently. This paper describes work done to define immersion based on the experiences of gamers. Grounded Theory is used to construct a robust division of immersion into the three levels: engagement, engrossment and total immersion. This division alone suggests new lines for investigating immersion and transfer…
Measuring and defining the experience of immersion in games
Liveness’ in human-machine interaction
Interaction with a machine is different in a vast number of ways from interacting with a person. For the most part such interactions must be treated separately and it is a positive characteristic t
Video game loot boxes are linked to problem gambling
Loot boxes are items in video games that can be paid for with real-world money and contain randomised contents. In recent years, loot boxes have become increasingly common. There is concern in the research community that similarities between loot boxes and gambling may lead to increases in problem gambling amongst gamers. A large-scale survey of gamers (n = 7,422) found evidence for a link (η2 = 0.054) between the amount that gamers spent on loot…
A practical approach to measuring user engagement with the refined user engagement scale (UES) and new UES short form
User engagement (UE) and its measurement have been of increasing interest in human-computer interaction (HCI). The User Engagement Scale (UES) is one tool developed to measure UE, and has been used in a variety of digital domains. The original UES consisted of 31-items and purported to measure six dimensions of engagement: aesthetic appeal, focused attention, novelty, perceived usability, felt involvement, and endurability. A recent synthesis of …
Measuring perceived challenge in digital games
Paying for loot boxes is linked to problem gambling, regardless of specific features like cash-out and pay-to-win
Enabled Players
It is increasingly recognized that there are many players of mainstream digital games who have some form of disability. It is not known which aspects of games are valued by players, regardless of whether they have a disability. We report on a survey of 71 players from the general game community and 123 players with disabilities asking what makes games important to them. We found established motivations to play such as social connection and escapi…
Investigating game attention using the Distraction Recognition Paradigm
Digital games are well known for holding players’ attention and stopping them from being distracted by events around them. Being able to quantify how well games hold attention provides a behavioral foundation for measures of game engagement and a link to existing research on attention. We developed a new behavioral measure of how well games hold attention, based on players’ post-game recognition of irrelevant distractors which are shown around th…
Growing together
There are many questionnaires to assess player motivation, originating from a diverse range of disciplines. Each discipline differs in their usage and reporting of questionnaires, but there has been no attempt to standardise their application. No standard approach leads to a lack of transparency in usage reporting, which affects the ability of the field to synthesise. This has made it unclear whether player motivation research is a unified commun…
The development and validation of the Immersion Experience Questionnaire Short Form (IEQ-SF)
Psychology (10 works) · Computer Science (8 works) · Digital Games and Media (4 works) · Educational Games and Gamification (4 works) · Human–computer interaction (4 works) · Social Psychology (4 works) · Applied Psychology (3 works) · Business (3 works) · Cognitive psychology (3 works) · Creativity in Education and Neuroscience (3 works)