Given the social nature of digital gaming, an investigation into social processes underpinning the experiences within social contexts of play is greatly warranted. The current research explored the underpinnings of "group flow" within cooperative-based gaming. In particular, this was intended to provide insight into the social processes which facilitate flow experiences in these contexts. This was achieved through a questionnaire in which gamers (N = 76) provided retrospective open-ended accounts of flow during cooperative gaming. Additionally, quantitative data was obtained on flow and post-gameplay mood within this experience, as well as in solo gaming for comparative analysis. Thematic analysis of the qualitative responses revealed a number of factors which determined the experience of flow. These were; effective communication and team-work and task relevant knowledge of group members. Additionally, although flow was found to be lower in cooperative versus solo gaming, no differences in post-gameplay mood were observed. These findings aid conceptual development of facilitators of group flow in cooperative gaming, with insights into how this may extend to other cooperative activities. Additionally, they also provide new practical insight for representatives in the gaming industry on how gaming may be developed with the aim of promoting positive shared group experiences.
Department of Psychology
CommentResponse Reviewer 1 The manuscript should have an introduction and theoretical review section. The introduction and conclusion section need to clearly address how the manuscript contributes to the advance of the field.Thank you for your suggestions. More detail has been added to the Discussion section to provide further insight into the contributions of the current findings in the field of flow in gaming. Little evidence is available on the concept of group flow, making a theoretical review at the start of the manuscript quite tricky. However, the key findings are presented with indication of the rationale of the current research in light of previous limitations in this area. Methodology section needs further elaboration. For example, the description of the sample and procedure is too short.Within this section, further details on the gamer types has been added as well as details on the analytic strategy. Additionally, as a quantitative element has been added to the results, this is reflected in further details on materials being added in the Method Section "Results/Discussion" should have a proper title.For qualitative research, it is not uncommon for Results and Discussion sections to be combined as such. However, these sections have now been separated given the quantitative data which has now been added to this manuscript.Conclusion section is too brief and required more elaboration as well as discussion of the limitations, if any, of the study.The Discussion section has been expanded, including the conclusion (now merged into "Discussion" rather than a separate sub-heading). For example, details on...