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Journal ArticleDOI

GameFlow: a model for evaluating player enjoyment in games

01 Jul 2005-Vol. 3, Iss: 3, pp 3-3
TL;DR: It is concluded that the GameFlow model can be used in its current form to review games; further work will provide tools for designing and evaluating enjoyment in games.
Abstract: Although player enjoyment is central to computer games, there is currently no accepted model of player enjoyment in games. There are many heuristics in the literature, based on elements such as the game interface, mechanics, gameplay, and narrative. However, there is a need to integrate these heuristics into a validated model that can be used to design, evaluate, and understand enjoyment in games. We have drawn together the various heuristics into a concise model of enjoyment in games that is structured by flow. Flow, a widely accepted model of enjoyment, includes eight elements that, we found, encompass the various heuristics from the literature. Our new model, GameFlow, consists of eight elements -- concentration, challenge, skills, control, clear goals, feedback, immersion, and social interaction. Each element includes a set of criteria for achieving enjoyment in games. An initial investigation and validation of the GameFlow model was carried out by conducting expert reviews of two real-time strategy games, one high-rating and one low-rating, using the GameFlow criteria. The result was a deeper understanding of enjoyment in real-time strategy games and the identification of the strengths and weaknesses of the GameFlow model as an evaluation tool. The GameFlow criteria were able to successfully distinguish between the high-rated and low-rated games and identify why one succeeded and the other failed. We concluded that the GameFlow model can be used in its current form to review games; further work will provide tools for designing and evaluating enjoyment in games.

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Citations
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Proceedings ArticleDOI
28 Sep 2011
TL;DR: A definition of "gamification" is proposed as the use of game design elements in non-game contexts and it is suggested that "gamified" applications provide insight into novel, gameful phenomena complementary to playful phenomena.
Abstract: Recent years have seen a rapid proliferation of mass-market consumer software that takes inspiration from video games. Usually summarized as "gamification", this trend connects to a sizeable body of existing concepts and research in human-computer interaction and game studies, such as serious games, pervasive games, alternate reality games, or playful design. However, it is not clear how "gamification" relates to these, whether it denotes a novel phenomenon, and how to define it. Thus, in this paper we investigate "gamification" and the historical origins of the term in relation to precursors and similar concepts. It is suggested that "gamified" applications provide insight into novel, gameful phenomena complementary to playful phenomena. Based on our research, we propose a definition of "gamification" as the use of game design elements in non-game contexts.

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]....

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Journal ArticleDOI
TL;DR: The findings revealed that playing computer games is linked to a range of perceptual, cognitive, behavioural, affective and motivational impacts and outcomes, and the most frequently occurring outcomes and impacts were knowledge acquisition/content understanding and affective
Abstract: This paper examines the literature on computer games and serious games in regard to the potential positive impacts of gaming on users aged 14 years or above, especially with respect to learning, skill enhancement and engagement. Search terms identified 129 papers reporting empirical evidence about the impacts and outcomes of computer games and serious games with respect to learning and engagement and a multidimensional approach to categorizing games was developed. The findings revealed that playing computer games is linked to a range of perceptual, cognitive, behavioural, affective and motivational impacts and outcomes. The most frequently occurring outcomes and impacts were knowledge acquisition/content understanding and affective and motivational outcomes. The range of indicators and measures used in the included papers are discussed, together with methodological limitations and recommendations for further work in this area.

2,178 citations

Proceedings ArticleDOI
07 May 2011
TL;DR: This workshop brings together practitioners and researchers to develop a shared understanding of existing approaches and findings around the gamification of information systems, and identify key synergies, opportunities, and questions for future research.
Abstract: "Gamification" is an informal umbrella term for the use of video game elements in non-gaming systems to improve user experience (UX) and user engagement. The recent introduction of 'gamified' applications to large audiences promises new additions to the existing rich and diverse research on the heuristics, design patterns and dynamics of games and the positive UX they provide. However, what is lacking for a next step forward is the integration of this precise diversity of research endeavors. Therefore, this workshop brings together practitioners and researchers to develop a shared understanding of existing approaches and findings around the gamification of information systems, and identify key synergies, opportunities, and questions for future research.

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]....

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Journal ArticleDOI
TL;DR: This article summarizes the research on the positive effects of playing video games, focusing on four main domains: cognitive, motivational, emotional, and social, and proposes some candidate mechanisms by which playing videoGames may foster real-world psychosocial benefits.
Abstract: Video games are a ubiquitous part of almost all children's and adolescents' lives, with 97% playing for at least one hour per day in the United States. The vast majority of research by psychologists on the effects of "gaming" has been on its negative impact: the potential harm related to violence, addiction, and depression. We recognize the value of that research; however, we argue that a more balanced perspective is needed, one that considers not only the possible negative effects but also the benefits of playing these games. Considering these potential benefits is important, in part, because the nature of these games has changed dramatically in the last decade, becoming increasingly complex, diverse, realistic, and social in nature. A small but significant body of research has begun to emerge, mostly in the last five years, documenting these benefits. In this article, we summarize the research on the positive effects of playing video games, focusing on four main domains: cognitive, motivational, emotional, and social. By integrating insights from developmental, positive, and social psychology, as well as media psychology, we propose some candidate mechanisms by which playing video games may foster real-world psychosocial benefits. Our aim is to provide strong enough evidence and a theoretical rationale to inspire new programs of research on the largely unexplored mental health benefits of gaming. Finally, we end with a call to intervention researchers and practitioners to test the positive uses of video games, and we suggest several promising directions for doing so.

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)....

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Journal ArticleDOI
TL;DR: Overall the findings suggest that immersion can be measured subjectively as well as objectively (task completion time, eye movements) and negative emotions and uneasiness also run high.
Abstract: Despite the word's common usage by gamers and reviewers alike, it is still not clear what immersion means. This paper explores immersion further by investigating whether immersion can be defined quantitatively, describing three experiments in total. The first experiment investigated participants' abilities to switch from an immersive to a non-immersive task. The second experiment investigated whether there were changes in participants' eye movements during an immersive task. The third experiment investigated the effect of an externally imposed pace of interaction on immersion and affective measures (state anxiety, positive affect, negative affect). Overall the findings suggest that immersion can be measured subjectively (through questionnaires) as well as objectively (task completion time, eye movements). Furthermore, immersion is not only viewed as a positive experience: negative emotions and uneasiness (i.e. anxiety) also run high.

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)....

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References
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Book
01 Jan 1990

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]....

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  • ...Throughout history, activities such as games, sports, and literature have been developed for the express purpose of enriching life [Csikszentmihalyi 1990]....

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  • ...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]....

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  • ...For example, throughout the world, reading is one of the most frequently enjoyed activities [Csikszentmihalyi 1990]....

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01 Jan 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]....

    [...]

Journal ArticleDOI
TL;DR: Transportation into a narrative world is an experience of cognitive, emotional, and imagery involvement in a narrative as discussed by the authors, and it can benefit from the experience of being immersed in a narrated world, as well as from the consequences of that immersion.
Abstract: “Transportation into a narrative world” is an experience of cognitive, emotional, and imagery involvement in a narrative. Transportation theory (Green & Brock, 2000, 2002) provides a lens for understanding the concept of media enjoyment. The theory suggests that enjoyment can benefit from the experience of being immersed in a narrative world, as well as from the consequences of that immersion. Consequences implied by transportation theory include connections with characters and self-transformations.

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]....

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  • ...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]....

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Proceedings ArticleDOI
24 Apr 2004
TL;DR: Grounded Theory is used to construct a robust division of immersion into the three levels: engagement, engrossment and total immersion, which suggests new lines for investigating immersion and transferring it into software domains other than games.
Abstract: The term immersion is widely used to describe games but it is not clear what immersion is or indeed if people are using the same word consistently. This paper describes work done to define immersion based on the experiences of gamers. Grounded Theory is used to construct a robust division of immersion into the three levels: engagement, engrossment and total immersion. This division alone suggests new lines for investigating immersion and transferring it into software domains other than games.

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]....

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  • ...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]....

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  • ...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]....

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  • ...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]....

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  • ...Players become less aware of their surroundings and less self­aware than previously [Brown and Cairns 2004]....

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Proceedings ArticleDOI
24 Apr 2004
TL;DR: Heuristic Evaluation for Playability is introduced, a comprehensive set of heuristics that were specifically tailored to evaluate video, computer, and board games that suggest that HEP is best suited for evaluating general issues in the early development phases with a prototype or mock-up.
Abstract: Heuristics have become an accepted and widely used adjunct method of usability evaluation in Internet and software development. This report introduces Heuristic Evaluation for Playability (HEP), a comprehensive set of heuristics for playability, based on the literature on productivity and playtesting heuristics that were specifically tailored to evaluate video, computer, and board games. These heuristics were tested on an evolving game design to assess their face validity and evaluation effectiveness compared to more standard user testing methodologies. The results suggest that HEP identified qualitative similarities and differences with user testing and that HEP is best suited for evaluating general issues in the early development phases with a prototype or mock-up. Combined with user studies, HEP offers a new method for the HCI game community that can result in a more usable and playable game.

591 citations