GameFlow: a model for evaluating player enjoyment in games
Citations
5,861 citations
Cites background from "GameFlow: a model for evaluating pl..."
...Finally, in the 2000s, HCI researchers also became increasingly interested in studying the design and experience of video games in their own right, developing methods to evaluate their user experience [6], “playability” heuristics for their design [62], and models for the components of games [29,36] and game experience [13,53,65]....
[...]
2,178 citations
1,767 citations
Cites background from "GameFlow: a model for evaluating pl..."
...…vendors now offer gamification as a service layer of reward and reputation systems with points, badges, levels and leader boards.2 At the same time, gamification has caught the interest of researchers as a potential means to create engaging workplaces [16] or facilitate mass-collaboration [11]....
[...]
1,546 citations
Cites background from "GameFlow: a model for evaluating pl..."
...This motivational “sweet spot” balances optimal levels of challenge and frustration with sufficient experiences of success and accomplishment (Sweetser & Wyeth, 2005)....
[...]
1,490 citations
Cites methods from "GameFlow: a model for evaluating pl..."
...GameFlow was devised with a view to better positioning flow as part of the gaming experience (Sweetser and Wyeth, 2005)....
[...]
References
12,284 citations
"GameFlow: a model for evaluating pl..." refers background in this paper
...During flow, concentration is possible because the task provides immediate feedback [Csikszentmihalyi 1990]....
[...]
...Throughout history, activities such as games, sports, and literature have been developed for the express purpose of enriching life [Csikszentmihalyi 1990]....
[...]
...Games must have an object or goal [Federoff 2002]; but to achieve flow, the goals must also be clear [Csikszentmihalyi 1990; Johnson and Wiles 2003]....
[...]
...During flow, concentration is possible because the task provides immediate feedback [Csikszentmihalyi 1990]....
[...]
...For example, throughout the world, reading is one of the most frequently enjoyed activities [Csikszentmihalyi 1990]....
[...]
2,060 citations
"GameFlow: a model for evaluating pl..." refers background in this paper
...Games must have an object or goal [Federoff 2002]; but to achieve flow, the goals must also be clear [Csikszentmihalyi 1990; Johnson and Wiles 2003]....
[...]
...During flow, concentration is possible because the task provides immediate feedback [Csikszentmihalyi 1990]....
[...]
...Throughout history, activities such as games, sports, and literature have been developed for the express purpose of enriching life [Csikszentmihalyi 1990]....
[...]
...Flow is an experience so gratifying that people are willing to do it for its own sake, with little concern for what they will get out of it, even when it is difficult or dangerous [Csikszentmihalyi 1990]....
[...]
...For example, throughout the world, reading is one of the most frequently enjoyed activities [Csikszentmihalyi 1990]....
[...]
1,024 citations
"GameFlow: a model for evaluating pl..." refers background in this paper
...Transportation is a melding of attention, imagery, and feelings [Green et al. 2004]....
[...]
...Transportation theory suggests that the experience of enjoyment is heightened by an immersion in a narrative world, as well as from the consequences of that immersion [Green et al. 2004]....
[...]
992 citations
"GameFlow: a model for evaluating pl..." refers background in this paper
...The game becomes the most important part of the player s attention and their emotions are directly affected by the game [Brown and Cairns 2004]....
[...]
...Players must be rewarded appropriately for continued play; the effort invested in a game should equal the rewards of success [Brown and Cairns 2004; Pagulayan et al. 2003]....
[...]
...Players often have a high level of emotional investment in games due to the time, effort, and attention put into playing [Brown and Cairns 2004]....
[...]
...GameFlow Criteria for Player Enjoyment in Games attending to [Brown and Cairns 2004], such as detailed game worlds that draw the player into the game [Johnson and Wiles 2003]....
[...]
...Players become less aware of their surroundings and less selfaware than previously [Brown and Cairns 2004]....
[...]
591 citations