Measurement Of Engagement
Note: Almost all of these involves some form of psychological bias called the “sunk cost fallacy”.
| Measurement Of Engagement | Relationship To Engagement | Example Games That Have High Level Of This Measurement |
|---|---|---|
| Session Length | The more the player is engaged, the longer the player stays. Generally related to win and lose conditions or player progression. | StarCraft, StarCraft 2, Fortnite, Call Of Duty: Warzone, The Sims, Hatsune Miku: Project Diva |
| Map Coverage | The more the player is engaged, the more the player explores. Even if the player lost, confused, or unable to find the objective, it implies problem-solving which is engagement. | Minecraft, Genshin Impact, Arknights: Endfield |
| Variety Of Items Or Characters Collected | The more the player is engaged, the more the player collect different items or characters. | Minecraft, Arknights, Blue Archive, The Sims, Sim City |
| Amount Of Resources Spent | The more the player is engaged, the more the player spends on resources. | Genshin Impact, Arknights: Endfield, Clash Of Clans, Boom Beach |
| Quest Completion | The more the player is engaged, the more the player spends time on completing quests. | Genshin Impact, Zenless Zen Zero, Arknights: Endfield |
| Effective Actions Per Minute | The more the player is engaged, the more intentional the player performs their actions. | StarCraft, StarCraft 2, Clash Royale, Brawl Stars, World Of Tanks Call Of Duty: Ghosts, Call Of Duty: Infinite Warfare |
| Number Of Online Players In A Server | It is related to the players’ individual session length, where more players overlap means very high session length per player due to potential player-to-player interactions. | Fortnite, Call Of Duty: Warzone |