Defining virtual reality: dimensions determining telepresence
Communication in the age of virtual reality
The pleasure principle: immersion, engagement, flow
HYPERTEXT '00 Proceedings of the eleventh ACM on Hypertext and hypermedia
Emergence: From Chaos to Order
Emergence: From Chaos to Order
About a framework for information and information processing of learning systems
Proceedings of the IFIP international working conference on Information system concepts: Towards a consolidation of views
The Video GameTheory Reader
Chris Crawford on Game Design
A person-artefact-task (PAT) model of flow antecedents in computer-mediated environments
International Journal of Human-Computer Studies - Special issue on HCI and MIS
Out of context: computer systems that adapt to, and learn from, context
IBM Systems Journal
Reflections on building two Go programs
ACM SIGART Bulletin
Using frustration in the design of adaptive videogames
Proceedings of the 2004 ACM SIGCHI International Conference on Advances in computer entertainment technology
The Game Design Reader: A Rules of Play Anthology
The Game Design Reader: A Rules of Play Anthology
GameFlow: a model for evaluating player enjoyment in games
Computers in Entertainment (CIE) - Theoretical and Practical Computer Applications in Entertainment
A Mathematical Theory of Communication
A Mathematical Theory of Communication
21st Century Game Design (Game Development Series)
21st Century Game Design (Game Development Series)
A Theory of Fun for Game Design
A Theory of Fun for Game Design
Rules of Play: Game Design Fundamentals
Rules of Play: Game Design Fundamentals
A new framework for entertainment computing: from passive to active experience
ICEC'05 Proceedings of the 4th international conference on Entertainment Computing
A tutoring system for commercial games
ICEC'05 Proceedings of the 4th international conference on Entertainment Computing
User-system-experience model for user centered design in computer games
AH'06 Proceedings of the 4th international conference on Adaptive Hypermedia and Adaptive Web-Based Systems
Enhancing the educational value of video games
Computers in Entertainment (CIE) - SPECIAL ISSUE: Media Arts and Games (Part II)
Player Experience Evaluation: An Approach Based on the Personal Construct Theory
ICEC '09 Proceedings of the 8th International Conference on Entertainment Computing
Game research, measuring gaming preferences
Future Play '09 Proceedings of the 2009 Conference on Future Play on @ GDC Canada
Analyzing player behavior in pacman using feature-driven decision theoretic predictive modeling
CIG'09 Proceedings of the 5th international conference on Computational Intelligence and Games
A task annotation model for sandbox Serious Games
CIG'09 Proceedings of the 5th international conference on Computational Intelligence and Games
Debriefing a Health-Related Educational Game: A Case Study
Simulation and Gaming
Looking for the heart of interactive media: reflections on video games' emotional expression
Proceedings of the 3rd International Conference on Fun and Games
Personalized, adaptive digital educational games using narrative game-based learning objects
Edutainment'10 Proceedings of the Entertainment for education, and 5th international conference on E-learning and games
Futureplay '10 Proceedings of the International Academic Conference on the Future of Game Design and Technology
HALO (highly addictive, socially optimized) software engineering
Proceedings of the 1st International Workshop on Games and Software Engineering
The influence of performance-oriented widgets on interactive behavior while playing videogames
Proceedings of the 8th International Conference on Advances in Computer Entertainment Technology
User experience methods and games: lessons learned
BCS '10 Proceedings of the 24th BCS Interaction Specialist Group Conference
Letting the students create and the teacher play: expanding the roles in serious gaming
Proceedings of the 15th International Academic MindTrek Conference: Envisioning Future Media Environments
Multi-user interactive drama: a micro user drama in process
ICIDS'11 Proceedings of the 4th international conference on Interactive Digital Storytelling
Not doing but thinking: the role of challenge in the gaming experience
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Personalised gaming: a motivation and overview of literature
Proceedings of The 8th Australasian Conference on Interactive Entertainment: Playing the System
The MARS --- a multi-agent recommendation system for games on mobile phones
KES-AMSTA'12 Proceedings of the 6th KES international conference on Agent and Multi-Agent Systems: technologies and applications
Board game brainstorm: pleasurable design solutions originate from pleasurable design process
DPPI '11 Proceedings of the 2011 Conference on Designing Pleasurable Products and Interfaces
Measuring the flow experience of gamers: An evaluation of the DFS-2
Computers in Human Behavior
Power me Up!: an interactive and physiological perspective on videogames' temporary bonus rewards
Proceedings of the 4th International Conference on Fun and Games
Paximadaki, the game: creating an advergame for promoting traditional food products
Proceeding of the 16th International Academic MindTrek Conference
A serious game for architectural knowledge in the classroom
Edutainment'12/GameDays'12 Proceedings of the 7th international conference on Edutainment, and Proceedings of the 3rd international conference on E-Learning and Games for Training, Education, Health and Sports
"This game is girly!" perceived enjoyment and student acceptance of edutainment
Edutainment'12/GameDays'12 Proceedings of the 7th international conference on Edutainment, and Proceedings of the 3rd international conference on E-Learning and Games for Training, Education, Health and Sports
ACE'12 Proceedings of the 9th international conference on Advances in Computer Entertainment
Assessment in and of serious games: an overview
Advances in Human-Computer Interaction - Special issue on User Assessment in Serious Games and Technology-Enhanced Learning
iCO2: multi-user eco-driving training environment based on distributed constraint optimization
Proceedings of the 2013 international conference on Autonomous agents and multi-agent systems
Pirate island: an immersion-style language-learning RPG
Proceedings of the 12th International Conference on Interaction Design and Children
Automatic player behavior analysis system using trajectory data in a massive multiplayer online game
Multimedia Tools and Applications
Enjoy and learn with educational games: Examining factors affecting learning performance
Computers & Education
The interplay between immersion and appeal in video games
Computers in Human Behavior
Experience Assessment and Design in the Analysis of Gameplay
Simulation and Gaming
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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 description of game-play. Previous research has attempted this translation through analogy. In this article we propose a practical, integrated approach for analysis of the mechanics and aesthetics of game-play, which helps develop deeper insights into the capacity for flow within games. The relationship between player and game, characterized by learning and enjoyment, is central to our analysis. We begin by framing that relationship within Cowley's user-system-experience (USE) model, and expand this into an information systems framework, which enables a practical mapping of flow onto game-play. We believe this approach enhances our understanding of a player's interaction with a game and provides useful insights for games' researchers seeking to devise mechanisms to adapt game-play to individual players.