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What Makes a Game Successful? Gamasutra article highlights Immersyve’s model and metrics in “Middle-earth: Shadow of Mordor”

  By Kris Graft | February 4, 2015 This Gamasutra article explores how Warner Bros. Games’ studio Monolith designed the Nemesis system of Middle-earth: Shadow of Mordor using Self-Determination Theory (SDT) concepts and imploring Immersyve’s engagement metrics called the Player Experience of Need Satisfaction (PENS).   

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18
Aug

Diabetes Care: A Research Report co-authored by Scott Rigby on a Virtual-Health Intervention

By Geoffrey Williams, Christopher Niemiec, Ari Elliot, Jennifer La Guardia, Amy Groin & Scott Rigby Published in Diabetes Care (August, 2014)   The Look AHEAD (Action for Health in Diabetes) research program was conducted as a pilot evaluation of a partly virtualized intervention that delivered

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30
Jul

Immersyve’s “Glued to Games” Book is the Ultimate in Game Scholarship

By Scott Rigby and Richard Ryan Published in 2011 by Praeger (Santa Barbara, California)   “As games mature, and the average age of gamers continues to rise, we can hope that game scholarship will evolve as well, and Glued to Games” is a good step

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16
Jun

“Rethinking Carrots: A New Method For Measuring What Players Find Most Rewarding and Motivating About Your Game ” -Gamasutra (January 16, 2007)

By Scott Rigby & Richard Ryan Published in Gamasutra  | January 16, 2007 Introduction Gameplay strategies for motivating players largely focus on reward paradigms (“carrots on sticks”) that dangle the sweet enticements of hidden levels, provocative content, and variations on the Sword of A Thousand

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