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. 2020 May 27;11:926. doi: 10.3389/fpsyg.2020.00926

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