2008
DOI: 10.1145/1371216.1371223
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Toward an understanding of flow in video games

Abstract: ________________________________________________________________________In the domain of computer games, research into the interaction between player and game has centred on 'enjoyment', often drawing in particular on optimal experience research and Csikszentmihalyi's 'Flow theory'. Flow is a well-established construct for examining experience in any setting and its application to game-play is intuitive. Nevertheless, it's not immediately obvious how to translate between the flow construct and an operative des… Show more

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Cited by 357 publications
(231 citation statements)
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References 30 publications
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“…Nine factors have been related to this psychological state: clear goals, immediate feedback, perceived skills versus challenges, merger of action and awareness, concentration on the task, control, a loss of self-consciousness, an altered sense of time, and experience which becomes autotelic (Csikszentmihalyi, 1990). The flow concept has been applied to disciplines such as marketing, sports, work, and education (Hoffman & Novak, 2009;Novak, Hoffman, & Yung, 2000) and research conducted in web environments suggests that interactive media might foster users' flow states (Chen, Wigand, & Nilan, 1999;Cowley, Charles, Black, & Hickey, 2008). These results have encouraged researchers to study the effect of augmented reality on students' flow states (Choi & Baek, 2011;Kye & Kim, 2008;Pearce et al, 2005).…”
Section: Learning Affordances Of Augmented Realitymentioning
confidence: 99%
“…Nine factors have been related to this psychological state: clear goals, immediate feedback, perceived skills versus challenges, merger of action and awareness, concentration on the task, control, a loss of self-consciousness, an altered sense of time, and experience which becomes autotelic (Csikszentmihalyi, 1990). The flow concept has been applied to disciplines such as marketing, sports, work, and education (Hoffman & Novak, 2009;Novak, Hoffman, & Yung, 2000) and research conducted in web environments suggests that interactive media might foster users' flow states (Chen, Wigand, & Nilan, 1999;Cowley, Charles, Black, & Hickey, 2008). These results have encouraged researchers to study the effect of augmented reality on students' flow states (Choi & Baek, 2011;Kye & Kim, 2008;Pearce et al, 2005).…”
Section: Learning Affordances Of Augmented Realitymentioning
confidence: 99%
“…The main concepts studied in works focused on gameplay experiences are: flow [6], immersion [9], play styles [5], emotions [8], and fun [12].…”
Section: Introductionmentioning
confidence: 99%
“…Some work [14,18,21] has been done with the theory of Flow [10,8], but this approach remains problematic because the theory is descriptive of subjective states, and not predictive of physiological states. A stronger link can be found in simpler cognitive mechanisms, which may in combination provide an index to HLC/HPC under the right measurement protocol.…”
Section: Discussionmentioning
confidence: 99%