Table 6.
Characteristics and findings of user engagement studies.
Study and subtype | Purpose | Method | Main findings | Definition and components |
---|---|---|---|---|
(Bouvier et al., 2014); digital gaming | Analyze concept + characterize behavior | Discuss literature | Define related concepts + characterize engaged behaviors | New; emotion, affect, thought |
(Doherty and Doherty, 2018); user | Analyze concept + antecedents, consequences and measurements | Systematic review | Interpretation and measurement of engagement should be based on the context | None chosen |
(Drejing et al., 2015); user | Propose definition and framework | Discuss literature | New framework and definition + propose way to measure it | New; behavior |
(Kappelman and McLean, 1994); user | Analyze concept | Discuss literature | Identify four types of engagement | Unclear; participation, involvement |
(Ke et al., 2016); game-based learning | Analyze concept + its development | Discuss literature + Qual. | New definition | New (process); affect, cognition, content, gameplay relevance |
(O'Brien and Toms, 2008); user | Analyze concept + propose definition and operationalization | Discuss literature + qual. | New process and attributes of engagement | New (process and state); interest, motivation, affect, attention, challenge, feedback, aesthetics and sensory appeal, awareness, novelty, perceived control, perceived time, interactivity |
(Perski et al., 2017); digital behavior change interventions | Analyze concept + develop framework | Systematic review | New definition + antecedents and consequences | New; behavior, attention, interest, affect |
(Phillips et al., 2014); game-based learning | Expand definition and measurement of concept | Qual. + quant. | Highlight the importance of components | Existing; behavior, cognition, affect |