Computerized adaptive testing and the experience of flow in examinees
Computerized adaptive testing and the experience of flow in examinees
Toward an understanding of flow in video games
Computers in Entertainment (CIE) - Theoretical and Practical Computer Applications in Entertainment
EGameFlow: A scale to measure learners' enjoyment of e-learning games
Computers & Education
Flow and immersion in first-person shooters: measuring the player's gameplay experience
Future Play '08 Proceedings of the 2008 Conference on Future Play: Research, Play, Share
Serious Games for Language Learning: How Much Game, How Much AI?
Proceedings of the 2005 conference on Artificial Intelligence in Education: Supporting Learning through Intelligent and Socially Informed Technology
Communications of the ACM
The concept of flow in collaborative game-based learning
Computers in Human Behavior
Control your game-self: effects of controller type on enjoyment, motivation, and personality in game
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
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One element of growing interest in the video gaming literature is the flow state, which is a pleasing and engaging experience commonly reported by players of games. As such, there are many different measures and methods that seek to quantify the flow experience. The present work examined whether a common measure of flow, the Dispositional Flow Scale-2 (DFS-2), was valid to use in the gamer population. We initially collected data from 762 undergraduate students. Of these, 314 qualified as ''gamers'' and were included in our analysis. Participants completed the DFS-2 based on their personal gaming experiences and the data was subjected to factor analysis. We did not find the DFS-2 to be an adequate measure of flow for the game experience and that continued examination of the construct and measure refinement is necessary.