GameFlow: a model for evaluating player enjoyment in games
Computers in Entertainment (CIE) - Theoretical and Practical Computer Applications in Entertainment
Pervasive game flow: understanding player enjoyment in pervasive gaming
Computers in Entertainment (CIE) - Interactive entertainment
The pervasive discourse: an analysis
Computers in Entertainment (CIE) - Interactive TV
Elaborating eight elements of fun: Supporting design of pervasive player enjoyment
Computers in Entertainment (CIE) - SPECIAL ISSUE: Media Arts and Games (Part II)
Pervasive Games: Theory and Design
Pervasive Games: Theory and Design
GameFlow heuristics for designing and evaluating real-time strategy games
Proceedings of The 8th Australasian Conference on Interactive Entertainment: Playing the System
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In this paper, we reflect on the opportunities and limitations of using the Pervasive GameFlow (PGF) model for evaluating player experience in pervasive games. In particular, we critically assess its applicability to pervasive games that are not technology-based. This assessment results from a review of two pervasive outdoor group games by means of the PGF model. While the first game (i.e. The Target) involves the use of digital technology, the latter (i.e. Magic Spell) does not. In order to produce an in-depth review, we observed groups during game play and we assessed players' experiences by means of a questionnaire.