
 
REFERENCES 
Atorf, D., L. Hensler, and E. Kannegieser (2016). “Towards 
a concept on measuring the Flow state during gameplay 
of serious games”. In: European Conference on Games 
Based  Learning  (ECGBL).  ECGBL  2016.  Paisley, 
Scotland,  pp.  955–959.  isbn:  978-1-911218-09-8.  url: 
http://publica.fraunhofer.de/documents/N-438328.html. 
Beume, N. et al. (June 2008). “Measuring Flow as concept 
for detecting game fun in the Pac-Man game”. In: 2008 
IEEE  Congress  on  Evolutionary  Computation  (IEEE 
World  Congress  on  Computational  Intelligence),  pp. 
3448–3455. doi: 10.1109/CEC.2008.4631264. 
Cheng,  M.-T.,  H.-C. She, and  L.A.  Annetta  (June  2015). 
“Game Immersion Experience: Its Hierarchical Structure 
and  Impact  on  Game-based  Science  Learning”.  In:  J. 
Comp. Assist. Learn. 31.3, pp. 232–253. issn: 0266-4909. 
doi:  10.1111/jcal.12066.  url:  http: 
//dx.doi.org/10.1111/jcal.12066. 
Csikszentmihalyi,  Mihaly  (Mar.  1991).  Flow:  The 
Psychology  of  Optimal  Experience.  New  York,  NY: 
Harper  Perennial.  isbn:  0060920432.  url: 
http://www.amazon.com/gp/product/0060920432/ref=si
3_rdr_bb_product/104-4616565-4570345. 
Deci,  Edward  and  Richard  Ryan  (Jan.  1985).  Intrinsic 
Motivation and Self-Determination in Human Behavior. 
Vol. 3. 
Ermi, L., and Mäyrä, F. (2005). Fundamental components of 
the gameplay experience: Analysing Immersion. 
Fu, Fong-Ling, Rong-Chang Su, and Sheng-Chin Yu (2009). 
“EGameFlow: A scale to measure learners’ enjoyment of 
e-learning games”. In: Computers and Education 52.1, 
pp.  101–112.  issn:  0360-1315.  doi: 
https://doi.org/10.1016/j.compedu.2008.07.004.  url: 
http://www.sciencedirect.com/science/article/pii/S03601
31508001024. 
Georgiou,  Yiannis  and  Eleni  A.  Kyza  (Feb.  2017).  “The 
Development and Validation of the ARI Questionnaire”. 
In:  Int.  J.  Hum-Comput.  Stud.  98.C,  pp.  24–37.  issn: 
1071-5819.  doi:  10.1016/j.ijhcs.2016.09.014.  url: 
https://doi.org/10.1016/j.ijhcs.2016.09.014. 
Girard, C., Jean Écalle, and Annie Magnan (2013). “Serious 
games as new educational tools: how effective are they? 
A meta-analysis of recent studies”. In: J. Comp. Assisted 
Learning 29, pp. 207–219. 
Gravenhorst, Franz et al. (Sept. 2013). “Towards a Mobile 
Galvanic  Skin  Response  Measurement  System  for 
Mentally Disordered Patients”. pp. 432–435. 
IJsselsteijn, W. A., de Kort, Y. A. W., and Poels, K. (2013). 
The  Game  Experience  Questionnaire.  Eindhoven: 
Technische Universiteit Eindhoven. 
Jennett,  Charlene  et  al.  (Sept.  2008).  “Measuring  and 
Defining  the Experience of Immersion in  Games”. In: 
Int. J. Hum-Comput. Stud. 66.9, pp. 641–661. issn: 1071-
5819.  doi:  10.  1016/j.ijhcs.2008.04.004.  url: 
http://dx.doi.org/10.1016/j.ijhcs.2008.04.004. 
Kannegieser, Ehm, Atorf, Daniel, and Meier, Josua (2018). 
“Surveying games with a combined model of Immersion 
and  Flow”.  In:  MCCSIS  2018  Multi  Conference  on 
Computer Science and Information Systems, Game and 
Entertainment Technologies 2018. 
Krapp, Andreas, Ulrich Schiefele, and Inge Schreyer (2009). 
Metaanalyse  des  Zusammenhangs  von  Interesse  und 
schulischer Leistung. postprint. 
Levi, Gil and Tal Hassner (2015). “Emotion Recognition in 
the  Wild  via  Convolutional  Neural  Networks  and 
Mapped Binary Patterns”. In: Proceedings of the 2015 
ACM  on  International  Conference  on  Multimodal 
Interaction. ICMI ’15. Seattle, Washington, USA: ACM, 
pp.  503–510.  isbn:  978-1-4503-3912-4.  doi: 
10.1145/2818346.2830587.  url:  http: 
//doi.acm.org/10.1145/2818346.2830587. 
Mandryk, Regan L. and M. Stella Atkins (Apr. 2007). “A 
Fuzzy  Physiological  Approach  for  Continuously 
Modeling  Emotion  During  Interaction  with  Play 
Technologies”. In: Int. J. Hum.-Comput. Stud. 65.4, pp. 
329–347.  issn:  1071-5819.  doi: 
10.1016/j.ijhcs.2006.11.011.  url: 
http://dx.doi.org/10.1016/j.ijhcs.2006.11.011 
Nordin, A., Denisova, A. and Cairns, P. (2014). Too many 
questionnaires:  measuring  player  experience  whilst 
playing  digital  games.  Seventh  York  Doctoral 
Symposium on Computer Science & Electronics, pp.69-
75. 
Olsson, Pontus (2007). “Real-time and Online Filters for Eye 
Tracking”. 
Pan, J. and W. J. Tompkins (Mar. 1985). “A Real-Time QRS 
Detection  Algorithm”.  In:  IEEE  Transactions  on 
Biomedical Engineering BME-32.3, pp. 230–236. issn: 
0018-9294. doi: 10.1109/TBME.1985.325532.  
Ravaja,  Niklas  and  J  Matias  Kivikangas  (May  2008). 
“Psychophysiology  of  digital game  playing: Effects of 
competition versus collaboration in the laboratory and in 
real life.” pp. 432–435. 
Rheinberg, F., R. Vollmeyer, and S. Engeser (2003). “Die 
Erfassung  des  Flow-Erlebens”.  In:  Diagnostik  von 
Motivation und Selbstkonzept. Göttingen: Hogrefe, pp. 
261–279. 
Sullivan,  Gail  M.  and  Anthony  R.  Artino  (Dec.  2013). 
“Analyzing  and  Interpreting  Data  From  Likert-Type 
Scales”. In: J Grad Med Educ 5.4. 24454995[pmid], pp. 
541–542. issn: 1949-8349. doi: 10.4300/JGME- 5- 4- 18. 
url:http://www.ncbi.nlm.nih.gov/pmc/articles/PMC3886
444/. 
Sweetser,  Penelope  and  Peta  Wyeth  (July  2005). 
“GameFlow: A Model for Evaluating Player Enjoyment 
in  Games”.  In:  Comput.  Entertain.  3.3, pp. 3–3. issn: 
1544-3574.  doi:  10.1145/1077246.1077253.  url: 
http://doi.acm.org/10.1145/1077246.1077253. 
Zhang,  C.,  A.  Perkis,  and  S.  Arndt  (May  2017).  “Spatial 
Immersion versus emotional Immersion, which is more 
immersive?” In: 2017 Ninth International Conference on 
Quality of Multimedia Experience (QoMEX), pp. 1–6. 
doi: 10.1109/QoMEX.2017.7965655 
Conducting an Experiment for Validating the Combined Model of Immersion and Flow
259