Paper Number
ECIS2026-1435
Paper Type
SP
Abstract
Games are popular information systems (IS) that deeply immerse users, yet the game features enabling immersion remain unclear. Drawing on the theory of interactive media effects and flow theory, this study develops a framework linking game features to four immersion capabilities. We collected 3,174 matched responses from game experts and players to evaluate these relationships. Avatar control, avatar uniqueness, avatar appearance adjustment, game-world predictability, and adventure promote immersion, whereas avatar visibility, simple, and fast-paced features hinder it. These findings link immersion capabilities back to features and offer implications for gamified systems and the Metaverse.
Recommended Citation
Tai, Shih-I; Teng, Ching-I; Lin, Yi-An; Liao, Gen-Yih; and Dennis, Alan, "Online Game Features and Player Immersive Use" (2026). ECIS 2026 Proceedings. 7.
https://aisel.aisnet.org/ecis2026/cog_hbis/cog_hbis/7
Online Game Features and Player Immersive Use
Games are popular information systems (IS) that deeply immerse users, yet the game features enabling immersion remain unclear. Drawing on the theory of interactive media effects and flow theory, this study develops a framework linking game features to four immersion capabilities. We collected 3,174 matched responses from game experts and players to evaluate these relationships. Avatar control, avatar uniqueness, avatar appearance adjustment, game-world predictability, and adventure promote immersion, whereas avatar visibility, simple, and fast-paced features hinder it. These findings link immersion capabilities back to features and offer implications for gamified systems and the Metaverse.
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