Abstract
A well-designed game transports its players to their personal Flow Zones, delivering genuine feelings of pleasure and happiness.
- Csikszentmihalyi, M. Flow: The Psychology of Optimal Experience. Harper Perennial, London, 1990.Google Scholar
- Debold, E. Flow with soul: An interview with Dr. Mihaly Csikszentmihalyi. What Is Enlightenment Magazine (Spring-Summer 2002); www.wie.org/j21/cziksz.asp.Google Scholar
- Holt, R. Examining Video Game Immersion as a Flow State. B.A. Thesis, Department of Psychology, Brock University, St. Catharines, Ontario, Canada, 2000.Google Scholar
- Sweetser, P. and Wyeth, P. GameFlow: A model for evaluating player enjoyment in games. Computers in Entertainment 3, 3 (July 2005). Google ScholarDigital Library
Index Terms
- Flow in games (and everything else)
Recommendations
Winning isn't everything: The impact of optimally challenging smartphone games on flow, game preference and individuals gaming to escape aversive bored states
AbstractRecently there has been concern surrounding the relation between flow and the development of problematic gaming among players who game to escape noxious mood states. There is a scarcity of research examining how this relation might ...
Highlights- Escape smartphone gaming is linked to boredom proneness and gaming-related problems.
Comments