Table 7.
Corresponding criteria of the GameFlow element immersion and their implementation and fulfillment in the story game.
| Immersion criteria | Implementation in the story game | Fulfillment status |
| Decreased awareness of surroundings when playing the game | Although not measured and not measurable with questionnaires in our young target age group, child and parental questionnaire outcomes revealed that most of the players liked the game very much, were motivated to play, and would be willing to play again. Moreover, most of the parents or caregivers indicated a state of full focus when their child played the game, suggesting that some form of immersion was present in most of the players. | NMa |
| Decreased self-awareness and less everyday worries when playing the game | Although not measured and not measurable with questionnaires in our young target age group, child and parental questionnaire outcomes revealed that most of the players liked the game very much, were motivated to play, and would be willing to play again. Moreover, most of the parents or caregivers indicated a state of full focus when their child played the game, suggesting that some form of immersion was present in most of the players. | NM |
| A changed sense of time | Although not measured and not measurable with questionnaires in our young target age group, child and parental questionnaire outcomes revealed that most of the players liked the game very much, were motivated to play, and would be willing to play again. Moreover, most of the parents or caregivers indicated a state of full focus when their child played the game, suggesting that some form of immersion was present in most of the players. | NM |
| Emotional involvement in the game | Although not measured and not measurable with questionnaires in our young target age group, child and parental questionnaire outcomes revealed that most of the players liked the game very much, were motivated to play, and would be willing to play again. Moreover, most of the parents or caregivers indicated a state of full focus when their child played the game, suggesting that some form of immersion was present in most of the players. | NM |
| Visceral involvement in the game | Although not measured and not measurable with questionnaires in our young target age group, child and parental questionnaire outcomes revealed that most of the players liked the game very much, were motivated to play, and would be willing to play again. Moreover, most of the parents or caregivers indicated a state of full focus when their child played the game, suggesting that some form of immersion was present in most of the players. | NM |
aNM: not measured.