The interplay between immersion and appeal in video games
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Immersion and appeal are considered to be necessary constituents of the player experience. In this article their relationship is examined through a 2×2 factorial study (n=173) in the context of two games, a first-person shooter and a massively multi-player online role-playing game, and in the context of two types of players: experienced players who have never played the game in one of the genres in question, and experienced players who have played one of the games in question. It is found that immersion and appeal are linearly correlated, and the repercussions of this finding are discussed.