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Original article

doi: 10.1111/jcal.12066

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Game immersion experience: its hierarchical


structure and impact on game-based
science learning
M.-T. Cheng,* H.-C. She† & L.A. Annetta‡
*Department of Biology, National Changhua University of Education, Changhua, Taiwan
†Institute of Education, National Chiao Tung University, Hsinchu, Taiwan
‡College of Education and Human Development, George Mason University, Fairfax, Virginia, USA

Abstract Many studies have shown the positive impact of serious educational games (SEGs) on
learning outcomes. However, there still exists insufficient research that delves into the impact
of immersive experience in the process of gaming on SEG-based science learning. The dual
purpose of this study was to further explore this impact. One purpose was to develop and
validate an innovative measurement, the Game Immersion Questionnaire (GIQ), and to further
verify the hierarchical structure of game immersion by construct validity approaches, includ-
ing exploratory factor analysis (EFA) (n = 257) and confirmatory factor analysis (CFA)
(n = 1044). The second purpose was to investigate the impact of game immersion on science
learning through SEG play (n = 260). Overall, the results supported the internal structure of
the GIQ with good reliability and validity, and the inter factor bivariate correlations for each
construct indicated a high internal consistency. Players did learn from playing an SEG, and
game immersion experience did lead to higher gaming performance. Moreover, players’
gaming performance plays a role in mediating the effect of immersion on science learning
outcomes through SEG play. However, as players became more emotionally and subjectively
attached to the game, the science learning outcomes were not definitively reliable.

Keywords immersion, science learning, serious educational games.

cathartic elements highly motivate players (Ferguson


Introduction
& Olson, 2013), and players can become so absorbed
Video games are appealing to millions of people in the games that their perceptions may become dis-
around the world and have become an integral part of torted to a certain degree. The games of today also
our daily lives. Because of the rapid growth of the provide players with more opportunities for social
technology industry, these games have become more interactions, which can produce feelings of relatedness
sophisticated, easily attracting our attention and and belonging (Chen, Duh, Phuah, & Lam, 2006; Cole
causing great excitement (Takatalo, Häkkinen, & Griffiths, 2007). The line between reality and virtual
Kaistinen, & Nyman, 2010). Their fun/excitement and reality can become blurred, as games involving imagi-
nary worlds evoke ‘mental images of physical or social
situations that do not exist’ (Malone & Lepper, 1987, p.
Accepted: 28 February 2014
240). Today’s learning generation is extremely video
Correspondence: Meng-Tzu Cheng, Department of Biology,
National Changhua University of Education, no. 1, Jin-De Road, game-literate and spends much more time playing
Changhua 500, Taiwan. Email: mtcheng@cc.ncue.edu.tw video games than participating in other types of

232 © 2014 John Wiley & Sons Ltd Journal of Computer Assisted Learning (2015), 31, 232–253
Impact of immersion on learning 233

learning activities (Girard, Ecalle, & Magnan, 2013;


Literature review
Olthouse, 2009; Prensky, 2001). Hence, the huge
potential for educational application that video Video games and science learning
games could offer is now being taken into serious
consideration. We are living in a digital era where technology is
Serious educational games (SEGs) refer to those shaping the way we live, think and learn. Various
video games that are used as a teaching and learning methods have been created to harness the power of
tool, particularly in k-20 educational settings (Annetta, technology to support our education. The use of video
2008). Although most of the available evidence has games in learning environments is one of the increas-
shown that SEGs did have a positive influence on learn- ingly relevant trends transforming our education,
ing, these previous studies investigating the effective- because new digital innovations have significantly
ness of SEGs often focus merely on the aspect of changed our pedagogical perspectives (Lajoie & Derry,
learning outcomes (Connolly, Boyle, MacArthur, 1993).
Hainey, & Boyle, 2012). Namely, most of the past Video games were once considered to be a negative
research generally examines the issue of what are the activity, but recognition of the educational potential of
cognitive and affective consequences of using SEGs. playing video games is now increasing. More than half
Yet, there is still a lack of research attempting to delve of parents now believe that video game play provides
into the questions about how players feel and what they mental simulations and is a positive part of their child’s
experience through playing SEGs and how the subjec- life (Entertainment Software Association, 2013). Gee
tive feelings through using SEGs affect learning out- (2008) argues that good video games are a perfect
comes. Practical evidence supporting how games are metaphor for the human mind, because the way our
engaging and effective is really needed (Van Eck, mind works is just like a simulator. Video games can be
2006). a good way to study and encourage our thinking and
When people are focusing on playing video games, learning, and furthermore, to make us smarter, as long
they can reach a so-called flow experience where every- as they can be put to good use (Gee, 2013).
thing but the game itself is ignored and forgotten Video game play facilitates learning and cognitive
(Csikszentmihalyi, 1990). The experience of flow is development (Oblinger, 2006). The challenges and
fundamental to all learning because it is a major incen- tasks included in the games, which engage players
tive of intrinsically motivated behaviour (Schiefele, while also allowing players to be successful, create a
2001). However, some studies suggest that immersion, continuous cycle of what Piaget calls cognitive dis-
rather than flow, might be a more appropriate term equilibrium and resolution (Van Eck, 2006). Players
describing video game play experience, as immersion learn through performing actions and movements in
is considered a suboptimal and non-extreme state and the games, which then provides them with opportu-
is used to describe the degree of involvement (Brown & nities to experiment and try repeatedly. This activity
Cairns, 2004; Ermi & Mäyrä, 2005; Jennett et al., may even increase the possibility of applying related
2008). abilities to similar situations in the real world
People generally agree that a very important reason (Shaffer, Squire, Halverson, & Gee, 2005). Many
why video games have positive influences on learning cognitive abilities, such as strategic thinking, problem
is because they provide players with the experience of solving, decision making and visual-spatial process-
immersion. However, can SEGs also provide students ing, are likely to be improved because of video game
with immersive experience if the games have been inte- play (Green & Bavelier, 2006; Kirriemuir &
grated with learning content that is generally consid- McFarlane, 2004).
ered abstruse? How does immersion affect students’ SEGs – video games used for k-20 education – are
science learning through SEG play? Empirical studies particularly important for science learning, because
that actually investigate game immersion and the rela- many scientific concepts that are invisible in the real
tionship between immersion and science learning out- world and generally are abstract and difficult to grasp
comes remain few. Hence, this study will attempt to can be portrayed in the virtual world (Cheng, Su,
answer these questions. Huang, & Chen, 2013). In addition, scientific inquiry

© 2014 John Wiley & Sons Ltd


234 M.-T. Cheng et al.

ability and problem-solving skills often require in video games and gradually master them, learning is
long-term cultivation and repeated practice. The spontaneously furthered and knowledge and skill are
complex structure of science, the difficulties involved increased. Neuroscience research provides some direct
with abstract concept reasoning, and the challenges evidence to support the relationship between video
that arise in problem solving and scientific inquiry can game play and flow experiences. The activation of the
cause anxiety and confusion to students in learning mesocorticolimbic dopamine system is believed to
science, as compared with other subjects (Halff, 2005). provide a hedonic reward, pleasure, which motivates
However, SEGs that combine game characteristics with and reinforces people to engage in activities (Bear,
scientific content motivate and absorb students in the Connors, & Paradiso, 2001). Marr (2001) argues that
embedded science learning activities and also increase the mesocorticolimbic dopamine release might be the
the probability of bridging virtual reality into reality in neurochemical processes underpinning flow experi-
numerous dimensions. Additionally, they provide stu- ence, and playing video games actually induces the
dents with authentic learning wherein they are allowed release of mesocorticolimbic dopamine (Hoeft,
to repeatedly experience things that would be impos- Watson, Kesler, Bettinger, & Reiss, 2008; Koepp et al.,
sible to experience in the real world without concerns 1998).
for real life consequences (Annetta, Minogue, Holmes, Some studies have made efforts to examine the rela-
& Cheng, 2009; Cheng & Annetta, 2012; Cheng, tionship between SEG-based learning and flow experi-
Annetta, Folta, & Holmes, 2011). ence, yet few of them emphasize science learning. For
Clark et al. (2011) investigate the effectiveness of a instance, research conducted by Admiraal, Huizenga,
self-developed game, SURGE, and the results demon- Akkerman, and Dam (2011) indicates that flow has an
strate that students’ understanding of Newtonian effect on student game performance, but not on learn-
mechanics is improved and that learner engagement is ing outcomes. The SEG used, Frequency 1550, is for
enhanced. Klisch, Miller, Beier, and Wang (2012) high school students to learn the medieval history of
design a multimedia game, N-Squad, for conveying Amsterdam. Also, Hsieh, Lin, and Hou (2013) demon-
knowledge about the consequences of alcohol con- strate a positive relationship between flow and learning
sumption for secondary students. It is found that stu- performance, but their SEG, Happy Black-faced
dents did acquire content knowledge after game play Spoonbill, is designed for elementary school students
and their attitudes towards science also significantly to construct knowledge of resource classification and
increased. Moreover, Annetta et al. (2009) examine the environmental protection. However, whether SEG-
impact of a self-created game, Mr. and Mrs. I. M. based science learning also provides students with
Megabucks, on student learning of genetics. Although experience that is engaging and absorbing remains
no difference in learning outcomes is found, a signifi- obscure, as the games have been integrated with scien-
cantly higher level of learning engagement is revealed. tific content that is generally considered abstruse.
Despite the fact that the positive impact of SEGs on Moreover, whether flow is the most appropriate term to
science learning outcomes from either cognitive or describe the experience of video game play remains a
affective perspective has been evidenced by many question, as some researchers suggest that immersion
empirical studies, what is lacking, however, is the might be better than flow for portraying the degree of
research which attempts to investigate the subjective involvement while playing games.
feeling and experience of players in the process of
gaming and how such experience affects science
Game immersion
learning.
Researchers argue that video game play provides The state that an individual is in when he/she is
people with a flow experience in which individuals intensely absorbed in an activity is often described
enjoy and engage themselves, and the flow experience as ‘flow’. The idea of flow was proposed by
might be the key of video game play to learning Csikszentmihalyi (1990) to describe a positive experi-
(Rieber, 1996). While playing video games, people ence in which individuals perceive a congruence of
reach flow using both experiential and reflective cog- skills and challenges. It is a state that people attain
nition (Norman, 1993). As people continue to engage when they are intensely involved in an activity and are

© 2014 John Wiley & Sons Ltd


Impact of immersion on learning 235

experiencing a high level of enjoyment and fulfilment. Engagement


Because this gratifying state is so enjoyable, people are Engagement is the first stage of immersion, and it con-
willing to put forth effort to reach and sustain that state tains two barriers, access and investment, that must first
with little concern for their surroundings or what they be overcome in order to enter this stage. Access is
will be achieving by it. relative to the gamers’ preference and is the initial
It is clear that video game play provides people with barrier which players encounter, because they need to
a flow-like experience in which individuals are con- first like the type and/or style of the game. Otherwise,
stantly engaged and enjoying themselves at the same they will not even attempt to try the game. They will
time. Because flow is an optimal and extreme state, then invest their time and effort into the game and focus
researchers often employ the term ‘immersion’ instead their attention on it. As individuals place increasingly
of flow to describe the experience of video game play more time and effort into the game, they gradually
(Brown & Cairns, 2004; Ermi & Mäyrä, 2005; Jennett become more focused, thus increasing their engage-
et al., 2008). Immersion is considered a suboptimal and ment with the game.
non-extreme state, because it is the precondition of
flow. Immersion is generally a term that is used to
Engrossment
describe the degree of involvement, whereas flow is
As gamers become further involved in a game, they
mainly used to delineate an optimal state where indi-
enter into the second stage, engrossment. There are
viduals are entirely involved and absorbed by the activ-
also two barriers that individuals will need to over-
ity. Immersion would be a more appropriate term
come to enter into this stage. Firstly, their perceptions
describing video game play experience than flow,
of their physical surroundings and physical needs
because it is possible for individuals to be very much
become lower and their emotions are directly attached
immersed in a game but not experience flow during the
to the game. While experiencing engrossment, the
process. Jennett et al. (2008) described the situation as:
game then becomes the most important part of the
gamers’ attention; hence, they will have less aware-
A person can be highly engaged in playing a videogame
but still be aware of things like needing to leave the ness of their surroundings and less self-awareness.
game soon in order to catch a bus or go to a lecture. The During this period, they will have become so
player is still immersed in the game to some extent but engrossed with the game with a highly emotional
they are not immersed to the exclusion of all else and attachment such that their emotions are affected
therefore not in flow (p. 642).
directly by the game, and they will feel emotionally
drained when they stop playing.
The contention that considers immersion to be a sub-
optimal state is also supported by other studies which
refer to immersion as ‘describing the experience of Total immersion
becoming engaged in the game-playing experience The final stage is total immersion whereby gamers
while retaining some awareness of one’s surroundings’ experience feelings of presence (the sense of ‘being
(Banos et al., 2004; Brockmyer et al., 2009; Singer & there’). Gamers by now will have entirely lost their
Witmer, 1999). Brown and Cairns (2004) conducted self-awareness as if their consciousness has trans-
in-depth interviews with seven experienced gamers to ferred from reality into the game world. They will
attempt to form a clear definition for immersion. They feel entirely attached to the in-game characters and
employed grounded theory to investigate game immer- empathize with their situations. They will be detached
sion and pointed out that immersion is actually com- from reality to the extent that they feel like they
prised of three stages: engagement, engrossment, and are actually in the game and the game is all that
total immersion, respectively. Finally, they contend that matters.
certain barriers exist among these three stages and that The idea or concept of immersion by Brown and
players will not be able to enter into a particular stage Cairns (2004) is somewhat evidenced by Ermi and
until these barriers are overcome during the course of Mäyrä (2005), who classified immersion into three
the activity. The three stages of immersion are intro- components: sensory, challenge-based and imaginative
duced below. immersion. In their opinion, sensory immersion is

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236 M.-T. Cheng et al.

related to the audiovisual execution, while challenge- exploratory factor analysis (EFA) and confirmatory
based immersion is when players are able to reach a factor analysis (CFA) to evaluate the internal structures
balance between challenge and skills, and imaginative of the GIQ and to test different models to explain the
immersion is the area wherein players empathize with GIQ responses. By definition, EFA is a statistical
the characters and/or enjoy the fantasy and virtual approach used to explore the possible underlying factor
reality of the game. The definition overlaps with Brown structure of a measure, and CFA is a statistical tech-
and Cairns (2004) contention, as imaginative immer- nique to verify the hypothetical factor structure of a
sion actually delineates the experience players have in measure. Hence, in this study EFA was used first to
engrossment and total immersion, and the depiction of explore the possible factor structure of immersion, and
sensory and challenge-based immersion and the CFA was employed in the next step to verify the hypo-
description of engagement are very similar. thetical factor structure of immersion derived from
EFA. Then, in order to eliminate the distortion of
immersion experience resulting from the recall
Research purposes
process, an experimental research design was con-
The idea of immersion to describe video game play ducted to reconfirm the structure of game immersion
experience has gradually evoked much attention. and examine its impact on science learning through
However, a well-structured instrument which can be SEG play in the second stage.
used to investigate the immersion experience while
playing video games is yet to be developed. Moreover,
research remains short of tackling the relationship Stage 1: developing and validating the GIQ
between game immersion and science learning through Development and validation of the GIQ and verifica-
SEG play. Hence, two purposes are addressed in this tion of the internal structure of immersion included
research: three phases: item generation, scale construction, and
questionnaire confirmation.
1. Developing and validating an innovative measure-
ment to verify the internal structure of game immer- Phase I: item generation
sion will be attempted. In-depth interviews were conducted with 15 experi-
2. The developed GIQ will then be used to investigate enced game players (8 males and 7 females) to generate
the impact of game immersion on science learning an operational definition of game immersion and to
through SEG play. produce questionnaire items. These interviewees were
all college students (ages 18 to 22) who play computer
Video games have a broad definition indicating any games regularly (and with more than five years of game
kind of electronic games played on different platforms, experience). Each interview lasted approximately one
including computers, consoles, arcade machines and hour and was recorded with the permission of the inter-
even mobile devices. In this study, however, we will viewees and transcribed verbatim into interview
only be using the term to refer to computer games transcriptions.
specifically, as computer games remain the most Based on the theory of game immersion (Brown &
popular and prevailing form of gaming among adoles- Cairns, 2004), an operational definition was put forth, as
cents and adults. Hence, in this study video games will stated later, through discussions by four researchers,
be used interchangeably with computer games. whose research interests have widely focused on the use
of games and simulations in education, after reading
Materials and methods these transcriptions repeatedly and individually:

To achieve the two research purposes, this study When an individual plays computer games, they enter
includes two stages. In the first stage, we created an into a state of exclusion whereby they forget one’s self,
and their mood fluctuates as if they are within the game
inventory, Game Immersion Questionnaire (GIQ), on
itself. This immersion experience is temporal and in
the basis of immersion theory (Brown & Cairns, 2004), stages. Firstly, the ‘engagement’ stage requires the
and employed construct validity approaches including player to favor this category of games, with the game

© 2014 John Wiley & Sons Ltd


Impact of immersion on learning 237

Table 1. Demographics of the


Participants for Phases 2 and 3 Phase 2 Phase 3

n Percentage n Percentage

Gender
Male 151 58.8% 611 58.5%
Female 106 41.2% 433 41.5%
Age (years)
11–20 92 35.8% 481 46.1%
21–30 160 62.3% 478 45.8%
Over 31 5 1.9% 85 8.1%
Game experience
Less than 1 h/week 30 11.7% 255 24.4%
2–7 h/week 126 49.0% 508 48.7%
Over 8 h/week 101 39.3% 281 26.9%

itself providing adequate control and feedback, and the consulted to ensure the content and face validity of the
player’s ability needs to be sufficient to handle any GIQ. Some items were slightly reworded and rephrased
challenges set in the game and the player needs be
willing to invest the time and energy to learn how to
to be more understandable and to better fit the purpose
play. Next is the ‘engrossment’ stage whereby the of the scale according to expert opinions. The question-
players must have emotional involvement so that their naire was then finalized (appendix-item) and distrib-
attention and emotions are affected by the game, with uted to experienced players who were recruited from
their behavior awareness merged into one, and their
cybercafés or colleges to examine its construct validity.
focus exclusively on the game, as their sense of time and
self-awareness reduces. Finally they will move into the Two criteria were set to screen the participants. These
‘total immersion’ stage where the player’s sense of criteria required at least one year of game play experi-
existence and feelings will be alienated from the real ence and the participants needed to have played video
world, with all their visual, aural senses, and even their
games within the preceding two weeks. Participants
mind, entirely focused on the game.
were then asked to reflect on a specific incident where
In accordance with the operational definition, each of they had been very much immersed in a game, and to
the four researchers excerpted relevant descriptions for then answer the GIQ based on the instructions (Appen-
three stages of game immersion from the pool of inter- dix I) in relation to that particular experience to ensure
view transcriptions. They then discussed these descrip- sufficient samples of game immersion experience were
tions together to generate potentially relevant items and included in the analyses.
finally reached an agreement to delete redundant and A total of 274 samples were collected. Seventeen
inappropriate ones and combine some items into one to invalid data were deleted because of missing values for
eliminate content overlap, thus shortening the instru- the items. Finally, 257 valid responses were obtained to
ment. The GIQ contains a total of 30 items consisting of run item analysis and EFA. Table 1 reports the demo-
three dimensions of engagement (12 items), engross- graphics of these participants. Item–total correlation
ment (10 items) and total immersion (8 items), and a was used for item analysis. A correlation coefficient
5-point Likert scale ranging from 1 (Strongly Disagree) less than 0.4 was regarded as inappropriate and was
to 5 (Strongly Agree) was generated. The demographic deleted from the questionnaire. The Kaiser–Meyer–
information included gender, age and game experience, Olkin (KMO) and Bartlett’s spherical test were
with the questionnaire being anonymous, thus allowing employed to illustrate whether the rest of the items of
the integrity of responses to remain intact. the GIQ were suited for factor analyzing. Principal
component analysis with varimax rotation was then
Phase II: scale construction used to clarify the structure of the GIQ. The items that
One senior researcher whose research interests have loaded lower than 0.4 on all factors after rotation were
focused on digital learning, and four game experts who eliminated, as factor loading of 0.4 or greater are con-
have played video games for more than 5 years were ventionally considered acceptable (Manly, 1994).

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238 M.-T. Cheng et al.

Figure 1 Five Tested Models


Note. (a) Engagement: a Model Consisting of Three First-Order Factors in Which Correlations Among the Three First-Order Factors Were
Freely Estimated; (b) Engrossment: Two First-Order Factors Included in Which Correlations between the Two First-Order Factors Were
Freely Estimated; (c) Total Immersion: a Model Including Two First-Order Factors in Which Correlations between the Two Factors Were
Also Examined; (d) Global: a Model Comprised of Three First-Order Factors (Engagement, Engrossment and Total Immersion) in Which
Correlations Among the Three Factors were Estimated; and (e) Higher-Order Global: a Model with Three Second-Order Factors in Which
Correlations Among Attraction, Time Investment and Usability Were Hypothesized to Reflect a Single Higher-Order Factor ‘Engage-
ment’, Emotional Attachment and Decreased Perceptions Were Loaded on a Higher-Order Factor ‘Engrossment’, and Presence and
Empathy Reflected a Higher-Order Factor ‘Total Immersion’, with Correlations Among the Three Dimensions Freely Estimated

Finally, Cronbach’s α was used to measure the reliabil- internal structure of the GIQ was tested further using
ity of each dimension of the GIQ. CFA, and five models were tested (Figure 1). Support
for the first three models may support the multidimen-
Phase III: questionnaire confirmation sionality within the engagement, engrossment and total
According to the results obtained from phase II, the immersion component separately, and support for the
questionnaire was then modified accordingly. Six items global model may support the multidimensionality of
were deleted from the GIQ, which resulted in a modi- the immersion construct originally proposed by Brown
fied version with 9 items of engagement, 7 items of and Cairns (2004), whereas support for the higher-
engrossment and 8 items of total immersion (appendix- order global model may support the hierarchical struc-
item’). A modified version of the GIQ was constructed ture of immersion. Convergent validity was assessed by
as an online survey, and the link was posted on various examining the value of composite reliability (>0.6) and
gamer forums to collect player responses. In total, 1097 standard factor loading (SFL) for each item (>0.5)
gamers participated and 1044 respondents completed (Bagozzi & Yi, 1988; Fornell & Larcker, 1981; Hair,
the items thoroughly (Table 1). The fitness of the Anderson, Tatham, & Black, 1998), and discriminate

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Impact of immersion on learning 239

Table 2. Recommended Fit Index Cut-Off


Values for ‘Good’ Models Fit index Cut-off value

Normed Chi-square (χ2/df) <3


Goodness of fit index >0.9
Normed fit index >0.9
Comparative fit index >0.9
Incremental fit index >0.9
Standardized root mean square residual <0.08
Root mean square error of approximation <0.08

validity was explored by comparing the correlation 2. Concretization: Appropriate visualization of game
between the constructs and the square root of average scenes and in-game characters are designed to
variance extracted (AVE) (Hair et al., 1998). For inter- concretize the relevance of evolution that is gener-
pretation, recommended fit index cut-off values for ally difficult for students to see in their daily lives.
‘good’ models were shown as Table 2 (Bagozzi & Yi, 3. Gamification: As competition is often used to
1988; Henry & Stone, 1994; Hu & Bentler, 1998, 1999; describe a part of the mechanism of evolution, the
McDonald & Ho, 2002). All statistical analyses were competition game format between player characters
performed with spss and amos 18.0.0 for Windows and non-player characters (NPCs) with the integra-
(Chicago, IL, USA). tion of game features is adopted.

Stage 2: reconfirming the structure of game Hence, the concepts of evolution are embedded in the
immersion and examining its impact on science game format, with Mesozoic Era and Cenozoic Era as
learning through SEG play the setting for the game scenes and levels, and the
To reconfirm the structure of game immersion experi- representative creatures of each Era as in-game char-
ence and examine the impact of game immersion on acters. For instance, many types of dinosaur species as
science learning through SEG play, an experiment with game characters are included in Mesozoic Era and bird
260 participants (seventh graders, aged 12–13) was and mammal species are included in the Cenozoic Era.
conducted. Each character has an introduction describing its char-
acteristics, habitat, and game attributes (Figure 2).
Virtual age Users learn the mechanism of natural selection by com-
Teaching and learning about biological evolution is peting with NPCs for existence. From playing the
generally considered instructive but challenging. game, the user will also come to understand the origin
Because it is impossible for students to see the rel- and development of life, the morphology of representa-
evance of evolution in their daily lives, students gener- tive creatures of each Era, as well as the various envi-
ally possess a number of misconceptions about ronments the creatures have become adapted to.
biological evolution (Heddy & Sinatra, 2013; Smith, Virtual Age is a turn-based game. Mutations resulting
2010). In order to help students understand evolution, in different traits randomly occur while reproduction
researchers suggest that helping them to see the world and a natural disaster system are randomly triggered at
in a new and different way is needed (Sinatra, Brem, & the beginning of each turn to determine which species
Evans, 2008). Hence, Virtual Age is an SEG developed and with what traits can survive (Figure 3).
by our research team in an attempt to harness the power To integrate more game features, such as excitement
of gaming to assist student learning of evolution. Three and competitiveness, a scoring system assessing
principles are set in advance after lengthy discussion to players’ gaming performance and ranking board are
ensure that Virtual Age is an effective SEG: also created in the game. Players’ performance in the
game is represented as a game score shown when the
1. Realization: Actual geological age and representa- game is over and is calculated basically according to
tive creatures with which students are familiar are whether they accomplish the level, the number and
used as game scenes and in-game characters. what type of characters are used – alive or dead – and

© 2014 John Wiley & Sons Ltd


240 M.-T. Cheng et al.

Figure 2 A Game Screenshot of an Introduction Describing the Characteristics, Habitat, and Game Attributes of a Game Character

how many resource areas are occupied or anti-occupied Cenozoic Eras and the morphology and characteris-
by NPCs. Bonus points can be earned if continuous tics of representative creatures of each Era (9 items).
attacks on the same NPC are performed. 3. The mechanism of evolution (5 items).
4. The relationships between creatures and the environ-
Knowledge assessment ment they have become adapted to (3 items).
The knowledge assessment consists of two parts: a
multiple-choice test and an open-ended exam. Two bio- The open-ended exam includes 10 questions: five
logical education experts and one middle school address the features of and relationships between the
biology teacher were invited to review and modify the environment and representative creatures of the Meso-
assessment, so that expert and face validity were zoic Era, and five focus on the Cenozoic Era.
ensured. The multiple-choice test includes 26 items
that examine four main educational objectives Research procedure
addressed in the game; namely, after playing Virtual The recruited participants were asked to play Virtual
Age students are expected to understand: Age for 2 weeks. The instructors took participants
to computer classrooms in biology classes where
1. The birth of the earth, the origin and development of students learned through playing Virtual Age by
life on earth, and the course of evolution (9 items). themselves. A link for Virtual Age was given to
2. The various environments of the Mesozoic and students, so that those students could also carry out

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Impact of immersion on learning 241

Figure 3 A Game Screenshot of the Natural Disaster System in the Game

their own individual playing during their time outside Data analysis
the classroom. A learning worksheet designed to scaf- Reconfirming the structure of game immersion The
fold the students’ understanding of the embedded con- fitness of the internal structure of the GIQ was re-tested
cepts was distributed to students as an assignment using CFA to verify the higher-order global model in
during their study. Students were required to immedi- order that the hierarchical structure of the game immer-
ately complete the GIQ after 2 weeks according to their sion experience was reconfirmed with an experimental
game experience of playing Virtual Age. Moreover, design.
students were asked to complete a knowledge assess- Knowledge assessment Participant responses to each
ment before the experiment as a pretest to determine item of the multiple-choice test were scored as 1 point
their prior understandings of evolution and related con- for a correct answer and 0 for an incorrect one, with a
cepts. Following the experiment, the knowledge maximum of 26 points given for the whole assessment.
assessment was re-administrated as a posttest to evalu- The KR20 of the pretest and posttest was 0.65 and 0.78,
ate what they had learned after the treatment respectively. A scoring rubric with expert validity (con-
(Figure 4). sulting with two science educators and two biology

Figure 4 Flowchart Showing the


Research Procedure

© 2014 John Wiley & Sons Ltd


242 M.-T. Cheng et al.

teachers) was developed for rating students’ perfor- attraction, time investment and usability were
mance on the 10 questions of the open-ended exam. extracted. Although the third factor of usability only
Inter-rater agreement was assessed by correlating two includes two items, it is still retained because the factor
raters’ ratings. The Pearson’s correlation is impressive loading of the two items was much greater than 0.4 and
(r = 0.99), indicating a high inter-rater consistency. the factor of usability is considered an important com-
Paired t-tests were then run to see the differences ponent of engagement by our research team. The three
between the pretest and posttest of knowledge factors accounted for 62.02% of the variance.
assessment. Cronbach’s α for the three factors ranged from 0.61 to
Relationship between immersion, gaming performance 0.71, which are acceptable for subscales (Tait,
and science learning outcomes We collected student Entwhistle, & McCune, 1998), and the whole dimen-
game scores from the database and employed their sion was 0.76 (Table 3).
highest game score as their gaming performance.
Pearson’s correlation coefficients were calculated for Engrossment
examining the relationship between students’ under- For the component of engrossment, items B1, B6 and
standing, game performance and immersion experi- B7 were deleted after item analysis. The KMO was
ence. Finally, mediator effect was tested by conducting 0.80, and the Bartlett spherical test (χ2) was 597.33
linear regression analyses (Baron & Kenny, 1986) to (df = 21, p < 0.01). Two factors, further defined as
examine whether game performance serves as a media- emotional attachment and decreased perceptions, were
tor directly accounting for a portion of the relationship extracted using EFA, which totally accounted for
between game immersion and science learning 62.56% of the variance. Cronbach’s α for each factor
outcomes. and the whole dimension was 0.77, 0.74 and 0.81,
separately (Table 4).
Results
Total immersion
EFA
With no items deleted by item analysis for total immer-
Engagement sion, EFA was then conducted (KMO = 0.88;
The results of item analysis indicated that item A5, A8 χ2 = 883.30, p < 0.01). Two factors were extracted and
and A9 should be deleted. The KMO (KMO = 0.77) they cumulatively accounted for 66.19% of the vari-
and Bartlett spherical test [χ2 = 507.32, degrees of ance. The two factors were further defined as presence
freedom (df) = 36, p < 0.01] illustrated that the remain- and empathy. Cronbach’s α for each factor and the
ing nine items were suited for factor analysis. EFA was whole dimension was 0.83, 0.82 and 0.87, separately.
then conducted, and three factors, further defined as (Table 5).

Table 3. Exploratory Factor Analysis Results for the Dimension of Engagement

Factor loadings

Factor 1 Factor 2 Factor 3 Cumulative percentage


Item (attraction) (time investment) (usability) of variance explained Cronbach’s α

A3 0.83 −0.00 −0.10 23.10% 0.71


A2 0.76 0.12 0.26
A10 0.51 0.41 0.32
A7 0.50 0.24 0.38
A12 −0.11 0.84 0.12 42.93% 0.61
A11 0.27 0.76 −0.74
A1 0.42 0.50 0.20
A6 0.10 0.06 0.85 62.02% 0.62
A4 0.12 0.05 0.79
0.76

The highest loading for each construct is presented in bold.

© 2014 John Wiley & Sons Ltd


Impact of immersion on learning 243

Table 4. EFA Results for the Dimension of Engrossment

Factor loadings

Factor 1 Factor 2 Cumulative % of


Item (emotional attachment) (decreased perceptions) variance explained Cronbach’s α

B3 0.83 0.30 29.81% 0.77


B5 0.77 0.05
B10 0.76 0.38
B4 0.01 0.78 62.56% 0.74
B2 0.28 0.75
B8 0.26 0.68
B9 0.30 0.64
0.81

The highest loading for each construct is presented in bold.

approximation (RMSEA) was slightly above 0.8, the


CFA
other indicators showed an acceptable model fit in the
Table 6 reports the estimates obtained by CFA tests. three models. Finally, we tested the global and corre-
The absolute values of skewness and kurtosis of all sponding higher-order global models to support the
items were less than 2, implying satisfactory normal- multidimensionality and hierarchical structure of
ity assumptions (Bollen & Long, 1993). Multivariate immersion. Table 7 indicates that none of the recom-
normality was also satisfied, as Mardia’s coefficients mended fit indices satisfied the cut-off values for
of the three tested models were all less than p(p + 2, ‘good’ models in terms of the global model, whereas
where p indicates number of observed variables; the fitness values [comparative fit index (CFI), incre-
Bollen, 1989). SFL of all items were between 0.55 mental fit index (IFI), standardized root mean square
and 0.86 with t-value that reached statistical signifi- residual (SRMR) and RMSEA] were all above the
cance (p < 0.01), and composite reliability of all cut-off level for the higher-order global model. The
seven factors were greater than 0.6, indicating good results suggested that the higher-order global model
convergent validity (Bagozzi & Yi, 1988; Fornell & had a more acceptable model fit and that it better
Larcker, 1981; Hair et al., 1998). Cronbach’s α for fitted the data than the global one. Furthermore, the
each dimension and their constructs1 implied good interfactor bivariate correlations for each construct
reliability, as they were ranged between 0.70 and were significantly positive, promising high internal
0.92. The fit statistics for each of the three tested consistency (Table 8). Satisfactory discriminant valid-
models are presented in Table 7. Although the χ2/df ity was also shown, as the square root of AVE for
was greater than 3 and root mean square error of each construct was greater than the correlations

Table 5. EFA Results for the Dimension of Total Immersion

Factor loadings

Item Factor 1 (presence) Factor 2 (empathy) Cumulative percentage of variance explained Cronbach’s α

C3 0.79 0.22 33.97% 0.83


C2 0.77 0.16
C6 0.76 0.34
C7 0.75 0.29
C5 0.23 0.83 66.19% 0.82
C1 0.20 0.82
C4 0.29 0.82
C8 0.43 0.52
0.87

The highest loading for each construct is presented in bold.

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244 M.-T. Cheng et al.

Table 6. Confirmatory factor analysis Results for Tested Models

Variables M SD SK KU SFL SE SMC EV CR AVE α

Engagement 0.86
Attraction 0.82 0.53 0.81
A’2 4.07 0.88 −0.81 0.57 0.77** 0.11 0.60 0.32
A’3 3.92 0.91 −0.71 0.48 0.66** 0.12 0.43 0.47
A’6 3.83 0.92 −0.60 0.35 0.70** 0.12 0.50 0.43
A’7 4.18 0.85 −1.04 1.19 0.77** 0.11 0.59 0.30
Time investment 0.69 0.44 0.70
A’1 4.09 0.91 −0.94 0.77 0.77** 0.12 0.60 0.33
A’8 3.57 1.12 −0.53 −0.36 0.64** 0.16 0.41 0.74
A’9 3.69 1.09 −0.62 −0.23 0.55** 0.16 0.30 0.83
Usability 0.73 0.58 0.73
A’4 3.99 0.90 −0.89 0.87 0.78** 0.13 0.60 0.36
A’5 4.02 0.93 −0.86 0.57 0.74** 0.13 0.55 0.34
Maria’s coefficient 32.89 p(p + 2) = 99

Engrossment 0.86
Emotional attachment 0.81 0.59 0.79
B’2 3.47 1.16 −0.49 −0.59 0.84** 0.14 0.71 0.40
B’4 3.74 1.03 −0.70 0.09 0.58** 0.14 0.34 0.71
B’7 3.36 1.16 −0.35 −0.64 0.85** 0.14 0.72 0.38
Decreased perceptions 0.79 0.49 0.79
B’1 3.14 1.15 −0.30 −0.73 0.71** 0.15 0.51 0.65
B’3 2.68 1.15 0.28 −0.67 0.70** 0.15 0.48 0.68
B’5 3.52 1.16 −0.50 −0.53 0.70** 0.16 0.49 0.69
B’6 2.86 1.25 0.03 −1.04 0.70** 0.17 0.49 0.80
Maria’s coefficient 12.06 p(p + 2) = 63

Total immersion 0.92


Presence 0.88 0.64 0.88
C’2 2.59 1.19 0.23 −0.89 0.78** 0.14 0.61 0.55
C’3 2.38 1.17 0.46 −0.73 0.79** 0.14 0.61 0.54
C’6 2.74 1.17 0.04 −0.92 0.81** 0.14 0.65 0.48
C’7 2.37 1.14 0.43 −0.77 0.83** 0.13 0.68 0.41
Empathy 0.87 0.63 0.87
C’1 2.62 1.23 0.28 −0.89 0.75** 0.15 0.56 0.66
C’4 2.40 1.16 0.47 −0.70 0.86** 0.13 0.74 0.35
C’5 2.54 1.17 0.26 −0.86 0.84** 0.14 0.70 0.40
C’8 2.31 1.17 0.52 −0.68 0.71** 0.15 0.51 0.68
Maria’s coefficient 26.54 p(p + 2) = 80

Note. **p < 0.01.


p = number of observed variables; M = mean; SD = standard deviation; SK = skewness; KU = kurtosis; SFL = standardized factor
loading; SE = standard error of factor loading; SMC = squared multiple correlation; EV = error variance; CR = composite reliability;
AVE = average variance extracted; α = Cronbach’s α.

between the construct and the other constructs. At this and promising reliability of the hierarchical structure of
point, a well-structured GIQ with a total of 24 items immersion.
was generated.
Finally, we reconfirmed the hierarchical structure of
Impact of immersion on science learning
immersion using an experimental research design. The
results showed that the fitness values (χ2/df, CFI, IFI, Table 9 shows the results of paired t-tests displays a
SRMR and RMSEA) were all above the cut-off level significant improvement in both multiple-choice test
(Table 7), and Cronbach’s α for each dimension ranged (t = 3.47, p < 0.01) and open-ended exam (t = 6.59,
between 0.82 and 0.92, reconfirming a good model fit p < 0.01). Overall, students’ performance on knowledge

© 2014 John Wiley & Sons Ltd


Impact of immersion on learning 245

Table 7. Goodness-of-Fit Statistics for Each of the Five Tested Models and Experiment

Fit index χ2 χ2/df GFI NFI CFI IFI SRMR RMSEA

Engagement 177.94** 7.41 0.96 0.95 0.96 0.96 0.04 0.08


Engrossment 186.54** 14.35 0.95 0.94 0.94 0.94 0.04 0.11
Total immersion 199.49** 10.50 0.95 0.96 0.97 0.97 0.03 0.10
Global 2162.27** 8.68 0.84 0.84 0.86 0.86 0.08 0.09
Higher-order global 1572.93** 6.45 0.88 0.88 0.90 0.90 0.07 0.07
Experimental design 493.57** 2.02 0.87 0.86 0.92 0.92 0.06 0.06

Note. **p < 0.01. Fit index that satisfies the cut-off value for good models is presented in bold. AVE = variance extracted;
CFI = comparative fit index; IFI = incremental fit index; NFI = normed fit index; RMSEA = root mean square error of approximation;
SRMR = standardized root mean square residual.

assessment had significantly improved after treatment investigated the mediator effect of game performance
(t = 7.04, p < 0.01), illustrating that learning through on the relationship between engagement and science
playing Virtual Age can be effective. Then, learning. As shown in Figure 5, engagement was sig-
we ran a series of Pearson’s correlations (Table 10). nificantly related to game performance and science
As bivariate correlations between engagement, engross- learning outcomes (β = 0.24, p < 0.01); however, the
ment and total immersion were significantly positive, effect of engagement on science learning was partly
the internal consistency of game immersion was again mediated by game performance when both variables,
verified. Moreover, game score had a significantly posi- engagement and game performance, were included in
tive correlation to engagement (r = 0.38, p < 0.01), the linear model for predicting science learning out-
engrossment (r = 0.21, p < 0.01), total immersion comes (β = 0.17, p < 0.05).
(r = 0.26, p < 0.01), and posttest of overall knowledge
assessment (r = 0.26, p < 0.01), and only engagement
Discussion
was significantly related to knowledge posttest
(r = 0.24, p < 0.01). Video games provide us with a life-like virtual envi-
As engrossment and total immersion had no signifi- ronment, allowing us to become immersed within it.
cant relationship to science learning outcomes, we only However, it is only when we cognitively evaluate and

Table 8. Intercorrelations between the Constructs and Average Variance Extracted Square Roots

A. B. C. D. E. F. G.

A. Attraction 0.73
B. Time investment 0.65** 0.66
C. Usability 0.56** 0.40** 0.76
D. Emotional attachment 0.41** 0.55** 0.22** 0.77
E. Decreased perceptions 0.31** 0.50** 0.18** 0.66** 0.70
F. Presence 0.24** 0.37** 0.12** 0.51** 0.61** 0.80
G. Empathy 0.27** 0.39** 0.14** 0.44** 0.49** 0.78** 0.79

Note. **p < 0.01. The square root of AVE for the construct is presented in bold.

Table 9. Results of Paired t-Tests Showing the Difference between the Pretest and Posttest of Knowledge Assessments

Pretest Posttest

Mean SD Mean SD t-Value (post–pre)

Multiple-choice test 13.47 3.87 14.20 4.77 3.47**


Open-ended exam 10.09 9.06 14.39 13.80 6.59**
Overall knowledge assessment 23.56 11.24 28.58 16.56 7.04**

Note. **p < 0.01. SD = standard deviation.

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246 M.-T. Cheng et al.

Table 10. Descriptive Statistics and Pearson’s Correlations between Game Immersion Experience, Students’ Performance on
Knowledge Assessment and Game Score

Mean SD Engagement Engrossment Total immersion Pretest Posttest

Engagement 3.90 0.82


Engrossment 2.73 0.88 0.50**
Total immersion 2.53 0.98 0.52** 0.69**
Pretest 24.66 11.60 0.22** 0.04 −0.05
Posttest 30.07 18.00 0.24** 0.01 −0.05 0.68**
Game score 3176.19 3162.58 0.38** 0.21** 0.26** 0.13 0.26**

Note. **p < 0.01. n = 174 (only participants who had game score recorded were analysed). Pretest and posttest represent pretest
and posttest of overall knowledge assessment (multiple-choice test plus open-ended exam). SD = standard deviation.

emotionally attach ourselves to it that the game play model in an attempt to develop a psychometrically
experience will then become meaningful and valuable reliable and valid inventory, GIQ, for assessing game
(Dewey, 1934; Takatalo, Häkkinen, Kaistinen, & immersion experience. Brown and Cairns argued that
Nyman, 2007). Flow is a well-defined psychological immersion actually consists of three dimensions
concept that has been substantiated in many settings. (engagement, engrossment and total immersion). The
Nevertheless, it is prone to be confused with immersion results of our study confirmed that the three dimensions
when it comes to evaluating video game play experi- of immersion did adequately explain more than half of
ence. Researchers have argued that the term flow seems the variance in the GIQ responses. Moreover, several
too excessive to be used to describe game play experi- constructs for each dimension were further extracted
ence, as it is a rare and extreme experience (Jennett through using EFA. Engagement consisted of attrac-
et al., 2008), whereas game play is normally an experi- tion, time investment and usability. Engrossment
ence that is graded, with game environments full of included emotional attachment and decreased percep-
avatars that players can empathize with. It is a subjec- tions, while total immersion was comprised of pres-
tive feeling that can vary from person to person. In ence and empathy. Good reliability was ensured, and
order to delineate game experience appropriately, the support for the hypothesized factor structure was prom-
idea of immersion, which considers different degrees ising. Furthermore, several indicators of goodness-of-
of involvement and is deeply dependent upon game fit statistics demonstrated that a higher-order global
play from an affective perspective, was proposed model was better than a global one, further confirming
(Brown & Cairns, 2004). the hierarchical structure of immersion.
Although the notion of immersion has been gener- Although it was not optimal, the fitness of higher-
ally accepted and hypothesized to include varying dif- order global models was acceptable. This is not to say
ferent constructs by researchers, few of these that the model was not good enough to explain the GIQ
constructs have a solid empirical foundation and/or responses, but some limitations needed to be discussed.
been carefully tested. Hence, in this study, we used This is a preliminarily empirical investigation of
Brown and Cairns’s (2004) theory as a hypothetical Brown and Cairns’s (2004) game immersion. In order
to have a larger sample size to increase the validity and
reliability of CFA results, an online format survey was
used in place of questionnaire confirmation. Hence, the
recruited participants cannot be assured to represent
what was really required, although links of the online
survey were posted on various gamer forums in order to
target experienced video game players. Moreover, it is
also uncertain if participants really responded on the
basis of previous immersion experience and if they
Figure 5 Results of Mediator Analysis had filled out the questionnaire honestly. The relative

© 2014 John Wiley & Sons Ltd


Impact of immersion on learning 247

usefulness of the higher-order global models cannot be understandings of evolution and related concepts in this
fully evaluated until the GIQ has been used much more study. It is also reasonable to conclude that game score
extensively. A diverse sample is necessary to provide had significantly positive correlations with engagement,
additional evidence as to its potential generalizability. engrossment, total immersion and science learning out-
Similar to any other scale attempting to investigate comes. The positive correlations between game score
game play experience regardless of immersion or flow, and these variables have two significant implications.
the retrospective approach to data collection by asking The more that players were immersed in the game, the
participants to respond according to a previous experi- better they performed in the game. And as learners
ence, might not fully capture the instant when feelings achieved higher game scores, they had better under-
of immersion were felt. The recall process might result standing after playing Virtual Age. Our findings further
in distortion of the immersion experience. However, confirmed that players’ gaming performance partly
the difficulties seem inevitable because immersion/ plays a role in mediating the effect of immersion on
flow is realistically a mystical, complex, phenomeno- science learning outcomes through SEG play.
logical state (Jackson & Marsh, 1996). There is no one What is surprising is that, although engrossment and
best way to investigate immersion, as any form of total immersion both had a positive relation with game
investigation would interrupt the state of immersion performance, they had no significant effect on science
even if the retrospective recall were avoided. In this learning outcomes. Namely, getting more emotionally
study, we have attempted to eliminate the distortion of attached and empathizing with the game does not affect
the immersion experience resulting from the free recall science learning outcomes. Three explanations may
process using an experimental design, and better indi- account for the interesting findings. First, when we
cators of goodness-of-fit statistics were obtained so that checked the values of descriptive statistics (Table 10),
the hierarchical structure of immersion seemed recon- it was found that participants generally reported a posi-
firmed. However, we still suggest that multi-method tive engagement experience [means (M) = 3.90, stand-
studies examining game experience from different per- ard deviation (SD) = 0.82], but a negative experience of
spectives would be the next logical step. To some engrossment (M = 2.73, SD = 0.88) and total immer-
extent, our study did reveal a plausible and empirical sion (M = 2.53, SD = 0.98). The results imply that
theoretical framework explaining game immersion, players might have only undergone engagement
although further research that systematically explores without deeply experiencing engrossment and total
the construct validity of immersion in multidimen- immersion while learning through playing Virtual Age
sional ways is still needed. in this study. And as players did not experience
Another issue worth considering is that numerical engrossment and total immersion, their impact on
scoring was used in our study. Namely, the GIQ science learning obviously cannot be determined.
reported in this paper used a total score as an indicator Secondly, although it is generally hypothesized that
to demonstrate the extent of immersion that gamers the flow/immersion experience is the key element of
experience, as most of the questionnaires do. However, video game play to learning, more recent research indi-
if game immersion is really a graded experience that cates that the actual impact of game immersion and/or
could further be divided into three stages as suggested playfulness on learning outcomes seems more compli-
by Brown and Cairns (2004), could we not then be able cated when it comes to the use of video games for
to find a way, a cut-off point, to turn numerical scores educational purposes. Schrader and Bastiaens (2012)
into categorical variables? In other words, would we be reveal that the emotional feeling of virtual presence
able to determine which stage the gamer experienced might positively influence the acquisition of game
according to their responses to the GIQ, in addition to knowledge and trivial learning outcomes (i.e., retention
conducting in-depth interviews with the gamer? This and comprehension), yet although it is insufficient for
work on categorization that we are currently involved more complex learning outcomes in the form of trans-
in should give us a finer understanding of game immer- fer. Cognitive load is the key factor handicapping the
sion at its completion. impact of virtual presence on learning. In other words,
In general, students were able to learn from playing the greater the emotional feeling of being virtually
Virtual Age, as they significantly improved their overall present in a virtual environment the players have, the

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248 M.-T. Cheng et al.

less they learn because of the increase of cognitive It turns out that the impact of game immersion on
load. This is very much in line with our findings that science learning through SEG play seems more com-
players might have better game performance, but their plicated than would be generally expected. This study
science learning outcomes were not improved as they is a beginning – the relationship between immersion
got more immersed in the game (i.e., engrossment and and science learning outcomes through SEG play
total immersion). Cheng et al. (2013) also indicate that requires researchers to make more investigative efforts.
the more the players feel the game is playful and enjoy- For example, to what extent does the game immersion
able, the less they learn. The perceived playfulness experience have a positive influence on learning, what
determining players’ emotional feelings serves as a kind of learning outcomes game immersion affects,
negative predictor for learning outcomes through SEG what factor(s) causes players to place most of their
play. Therefore, it remains questionable whether a mental resources on the game aspect rather than edu-
well-developed environment, which highly evokes the cational objectives while getting engrossed or totally
immersive experience and emotional attachment of immersed in the game, and what variables are involved
users, is really straightforward for SEGs, as too much in mediating or modulating the impact of immersion on
game playfulness and/or feelings of virtual presence learning through SEG play? These are the kind of
might lead students to focus too much and place all of issues we will attempt to deal with in the next steps.
their mental resources on the game play itself. The
increase of cognitive load in the game aspect as players
Conclusions and implications
get more immersed in the game may inversely result in
ignoring the educational targets that the SEGs really People are no longer under the impression that video
intend to cover. games are invariably bad. Many studies have endeav-
Finally, evidence from cognitive neuroscience oured to employ video games as design platforms,
research might also give us an insight into the relations learning environments and/or instructional tools to
between emotionally subjective experience and cogni- facilitate a variety of knowledge acquisition and ability
tive processes. The amygdala, which is located adjacent cultivation (Cheng & Annetta, 2012; Cheng et al.,
and anterior to the hippocampus, has been identified as 2011; Cheng et al., 2013; Hsu, Tsai, & Liang, 2011;
playing a crucial role in emotion and also has extensive Lee, Linn, Varma, & Liu, 2010; Spires, Rowe, Mott, &
connections to brain areas underlying cognitive func- Lester, 2011). The rational underpinning to support the
tions (the hippocampal complex and prefrontal cortex; so-called ‘entertainment’ and/or ‘SEGs’ relies a lot on
Phelps, 2006). The neural basis of the broad connectiv- the immersive state, whereby players become
ity of the amygdala demonstrates an intertwining inter- cognitively and emotionally absorbed. Therefore, the
action between emotion and cognition, and research has measurement of immersion and investigation on rela-
suggested that emotion can enhance the formation and tionships between learning by gaming and game
retrieval of episodic memory (Murray, Holland, & experience become of greater importance. Our study
Kensinger, 2013). Different from semantic memory considered different dimensions of immersion and pro-
related to the understanding of the world, episodic vided empirical evidence that the GIQ was, to some
memory refers to the concerns of personally experi- extent, a valid and reliable method of determining
enced events (Tulving, 1993). Therefore, it is reasonable game immersion experience. Using an experimental
to hypothesize that the stage of engrossment and total research design, we further reconfirmed that immersion
immersion wherein players become emotionally and has a hierarchical structure and verified that game
subjectively attached to the game through playing immersion experience did lead to higher gaming per-
Virtual Age have a positive impact on episodic memory. formance. However, to determine whether game
However, the knowledge assessment targeting the sci- immersion has a straightforward impact on science
entific concepts embedded in the game often examines learning outcomes through SEG, play must be further
players’ semantic rather than episodic memory; this examined.
might be the reason that somewhat accounts for no Three implications regarding the use of SEGs in
relationship existing among engrossment and total science education were derived from our research. First,
immersion and science learning outcomes. although the impact of immersion on SEG-based

© 2014 John Wiley & Sons Ltd


Impact of immersion on learning 249

science learning still needs more investigation, it is Annetta, L. A. (2008). Serious educational games. The Neth-
certain that the use of SEGs improves students’ science erlands: Sense Publishers.
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that students ignore the learning materials because of (2009). Investigating the impact of video games on high
school students’ engagement and learning about genetics.
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abstracts on Human factors in computing systems. ACM
This research was funded by the National Science Press. pp.1297–1300.
Council (NSC), Taiwan, under grant contract no. NSC Chen, V., Duh, H., Phuah, P., & Lam, D. (2006). Enjoyment
99–2511-S-018–027. All the supports are highly or engagement? Role of social interaction in playing
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262–267.
Notes Cheng, M.-T., & Annetta, L. A. (2012). Students’ learning
1
In this study, the terms construct and factor are used interchangeably to refer outcomes and learning experiences through playing a
to the subscales of dimension of engagement, engrossment and total serious educational game. Journal of Biological Educa-
immersion. tion, 46(4), 203–213.
Cheng, M.-T., Annetta, L. A., Folta, E., & Holmes, S. Y.
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is favored by the player and they will need to be willing


Appendix I
to spend the time and effort to play it. The second stage
Game Immersion Questionnaire is the ‘engrossment’ stage. The feelings and emotions
of players who are experiencing this stage will fluctu-
Instruction
ate with the in-game storyline, and they will pay less
Successful games all have a common element; they can
attention to changes in their surroundings, similar to
lead people into the virtual world in the game. Com-
Zen meditation. The third stage is the ‘total immersion’
puter games can not only immerse the player into the
stage whereby the player feels as if they have become
game, but sometimes they can even cause the changes
one with the game itself; their consciousness is com-
in the surrounding world to be undetectable; for
pletely separated from reality and heavily influenced by
example: to be unable to feel the passage of time or to
in-game atmosphere.
hear others calling them. In this instance, the player’s
Please try to recall your recent gaming experiences
focus is mostly on the game. This experience is called
and whether you experienced any of the immersion
‘immersion’. Immersion is often thought to be a
stages described above. In order to answer this ques-
displayof how much a player likes the game, and that it
tionnaire as accurately as possible, please use a spe-
is a good gaming experience.
cific gaming experience whereby you feel you were the
Overall, immersion can be broken down into 3
most immersed in a game.
stages. The first stage is the ‘engagement’ stage. To
enter this stage, the game category needs to be one that

Questionnaire Items

Item’ Item

Engagement
A’1 A1 I would like to spend time playing the game.
A’2 A2 I like the appearance and style of the game.
A’3 A3 I like to play the game because it is novel and interesting.
A’4 A4 Generally, I can handle the game as the degree of its difficulty is
appropriate.
A5 I think it wastes my time and it’s boring to play the game.*
A’5 A6 It is easy for me to control the game.
A’6 A7 The user interface of the game makes me feel comfortable.
A8 I would like to wait for downloading the game even if it is very
slow.*
A9 The game makes me feel bored.*
A’7 A10 I like the type of the game.
A’8 A11 I would like to spend time collecting the information of the game
and discussing it with friends.
A’9 A12 The time I spend playing the game is more than I expected.
Engrossment
B1 While playing the game, I can always hear others’ conversations
around me.*
B’1 B2 My ability to perceive the environment surrounding me is decreased
while playing the game.
B’2 B3 I am impatient when someone interrupts me to play the game.
B’3 B4 While playing the game, I often cannot hear people who are calling
me.
B’4 B5 I often feel nervous or excited because of the game.
B6 I don’t feel happy even when the role in the game obtains treasure
or completes tasks.*
B7 While playing the game, I simultaneously know what to do next.
B’5 B8 I often forget the passage of time while playing the game.

© 2014 John Wiley & Sons Ltd


Impact of immersion on learning 253

B’6 B9 It frequently happens that I usually forget my schedule and/or to-do


things in the real world while playing the game.
B’7 B10 While playing the game, I feel unhappy if someone interrupts me.
Total Immersion
C’1 C1 When I am playing the game, I feel as if I have experienced the
context of the game in person, just like I am who the avatar is in
the game.
C’2 C2 My consciousness completely transfers from the real world to the
game world while playing the game.
C’3 C3 I lose perceptions of time and the real world surrounding me, as if
everything just stops.
C’4 C4 I always feel happy or sad according to what the avatar
experiences, and sometimes I even feel as if I am who the avatar
in the game is occasionally.
C’5 C5 I used to be so integrated into the avatar in the game that I could
feel his/her feelings.
C’6 C6 All of my senses, including vision, learning, and my mind, are
concentrated on and engaged in the game.
C’7 C7 I lose the ability of perceiving the surroundings around me;
however, it seems natural for me to be totally immersed in the
atmosphere of the game.
C’8 C8 I used to feel that the avatar in the game is controlled by my will,
and not by the mouse or the keyboard, so that the avatar does
just what I want to do. It seems like the thoughts and
consciousness of the avatar and me are connected.

Note 1. Reverse coded items are indicated with an asterisk.


Note 2. Underlined items were deleted after EFA.

© 2014 John Wiley & Sons Ltd


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