Theory and models for creating engaging and immersive ecommerce Websites
SIGCPR '00 Proceedings of the 2000 ACM SIGCPR conference on Computer personnel research
Supporting creativity in problem solving environments
C&C '02 Proceedings of the 4th conference on Creativity & cognition
Computers and the quality of life: assessing flow in information systems
ACM SIGCAS Computers and Society
The human-computer interaction handbook
Creating engaging artificial characters for games
ICEC '03 Proceedings of the second international conference on Entertainment computing
Explaining the enjoyment of playing video games: the role of competition
ICEC '03 Proceedings of the second international conference on Entertainment computing
When children reflect on their own playing style: experiments with continuator and children
Computers in Entertainment (CIE) - Theoretical and Practical Computer Applications in Entertainment
The usability of massively multiplayer online roleplaying games: designing for new users
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
What's my method?: a game show on games
CHI '04 Extended Abstracts on Human Factors in Computing Systems
A grounded investigation of game immersion
CHI '04 Extended Abstracts on Human Factors in Computing Systems
Using heuristics to evaluate the playability of games
CHI '04 Extended Abstracts on Human Factors in Computing Systems
Turing's test and believable AI in games
Computers in Entertainment (CIE) - Theoretical and Practical Computer Applications in Entertainment
Measuring emotional valence during interactive experiences: boys at video game play
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
A continuous and objective evaluation of emotional experience with interactive play environments
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
MYSQ:: an entertainment system based on content creation directly linked to communication
Computers in Entertainment (CIE) - Theoretical and Practical Computer Applications in Entertainment
How computer gamers experience the game situation: a behavioral study
Computers in Entertainment (CIE) - Theoretical and Practical Computer Applications in Entertainment
International Journal of Human-Computer Studies
Time and computer games or "no, that's not what happened"
Proceedings of the 3rd Australasian conference on Interactive entertainment
Flow in games (and everything else)
Communications of the ACM
Pervasive game flow: understanding player enjoyment in pervasive gaming
Computers in Entertainment (CIE) - Interactive entertainment
Beyond current user research: designing methods for new users, technologies, and design processes
CHI '07 Extended Abstracts on Human Factors in Computing Systems
Determinants of adoption of mobile games under mobile broadband wireless access environment
Information and Management
Methods for evaluating games: how to measure usability and user experience in games?
Proceedings of the international conference on Advances in computer entertainment technology
Investigating the educational effectiveness of multiplayer online games for children
Proceedings of the 6th international conference on Interaction design and children
Proceedings of the 2nd international conference on Digital interactive media in entertainment and arts
Considerations for the design of exergames
Proceedings of the 5th international conference on Computer graphics and interactive techniques in Australia and Southeast Asia
Towards personalized feedback in educational computer games for children
WBED'07 Proceedings of the sixth conference on IASTED International Conference Web-Based Education - Volume 2
Future Play '07 Proceedings of the 2007 conference on Future Play
Story Mashup: design and evaluation of novel interactive storytelling game for mobile and web users
Proceedings of the 6th international conference on Mobile and ubiquitous multimedia
Evaluating user experiences in games
CHI '08 Extended Abstracts on Human Factors in Computing Systems
People, places, and play: player experience in a socio-spatial context
Computers in Entertainment (CIE) - Theoretical and Practical Computer Applications in Entertainment
Toward an understanding of flow in video games
Computers in Entertainment (CIE) - Theoretical and Practical Computer Applications in Entertainment
Designing games with a purpose
Communications of the ACM - Designing games with a purpose
TOWARDS OPTIMIZING ENTERTAINMENT IN COMPUTER GAMES
Applied Artificial Intelligence
Measuring and defining the experience of immersion in games
International Journal of Human-Computer Studies
iCat, the chess player: the influence of embodiment in the enjoyment of a game
Proceedings of the 7th international joint conference on Autonomous agents and multiagent systems - Volume 3
Exploring gaming mechanisms to enhance knowledge acquisition in virtual worlds
Proceedings of the 3rd international conference on Digital Interactive Media in Entertainment and Arts
Three Layered Thinking Model for Designing Web-Based Educational Games
ICWL '08 Proceedings of the 7th international conference on Advances in Web Based Learning
Attributes underlying involvement with video material
Proceedings of the 1st international conference on Designing interactive user experiences for TV and video
Shared Fun Is Doubled Fun: Player Enjoyment as a Function of Social Setting
Proceedings of the 2nd International Conference on Fun and Games
Designing and evaluating the tabletop game experience for senior citizens
Proceedings of the 5th Nordic conference on Human-computer interaction: building bridges
EGameFlow: A scale to measure learners' enjoyment of e-learning games
Computers & Education
Design of Experience and Flow in Movement-Based Interaction
Motion in Games
Designing physical and social intergenerational family entertainment
Interacting with Computers
Understanding engagement with tangible user interfaces
Proceedings of the 20th Australasian Conference on Computer-Human Interaction: Designing for Habitus and Habitat
Like bees around the hive: a comparative study of a mobile augmented reality map
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Usability, playability, and long-term engagement in computer games
CHI '09 Extended Abstracts on Human Factors in Computing Systems
From immersion to addiction in videogames
BCS-HCI '08 Proceedings of the 22nd British HCI Group Annual Conference on People and Computers: Culture, Creativity, Interaction - Volume 1
Swarming for Games: Immersion in Complex Systems
EvoWorkshops '09 Proceedings of the EvoWorkshops 2009 on Applications of Evolutionary Computing: EvoCOMNET, EvoENVIRONMENT, EvoFIN, EvoGAMES, EvoHOT, EvoIASP, EvoINTERACTION, EvoMUSART, EvoNUM, EvoSTOC, EvoTRANSLOG
An exploration of menu techniques using a 3D game input device
Proceedings of the 4th International Conference on Foundations of Digital Games
Player motivations: A psychological perspective
Computers in Entertainment (CIE) - SPECIAL ISSUE: Media Arts and Games (Part II)
Enhancing the educational value of video games
Computers in Entertainment (CIE) - SPECIAL ISSUE: Media Arts and Games (Part II)
Elaborating eight elements of fun: Supporting design of pervasive player enjoyment
Computers in Entertainment (CIE) - SPECIAL ISSUE: Media Arts and Games (Part II)
Designing games to motivate physical activity
Proceedings of the 4th International Conference on Persuasive Technology
Understanding visual interfaces for the next generation of dance-based rhythm video games
Proceedings of the 2009 ACM SIGGRAPH Symposium on Video Games
Sensation Seeking, Self Forgetfulness, and Computer Game Enjoyment
Proceedings of the Symposium on Human Interface 2009 on Human Interface and the Management of Information. Information and Interaction. Part II: Held as part of HCI International 2009
Factors Affecting Online Game Players' Loyalty
IDGD '09 Proceedings of the 3rd International Conference on Internationalization, Design and Global Development: Held as Part of HCI International 2009
Edutainment '09 Proceedings of the 4th International Conference on E-Learning and Games: Learning by Playing. Game-based Education System Design and Development
Edutainment '09 Proceedings of the 4th International Conference on E-Learning and Games: Learning by Playing. Game-based Education System Design and Development
Scaling the Level of Difficulty in Single Player Video Games
ICEC '09 Proceedings of the 8th International Conference on Entertainment Computing
Player Experience Evaluation: An Approach Based on the Personal Construct Theory
ICEC '09 Proceedings of the 8th International Conference on Entertainment Computing
MobiSpell: Educational Mobile Game Design and Development for Teaching Spelling to Young Children
ICEC '09 Proceedings of the 8th International Conference on Entertainment Computing
From playability to a hierarchical game usability model
Future Play '09 Proceedings of the 2009 Conference on Future Play on @ GDC Canada
On the role of presence in mixed reality
Presence: Teleoperators and Virtual Environments
Usability evaluation for history educational games
Proceedings of the 2nd International Conference on Interaction Sciences: Information Technology, Culture and Human
What makes a good game?: using reviews to inform design
Proceedings of the 23rd British HCI Group Annual Conference on People and Computers: Celebrating People and Technology
"Now you need to laugh!": investigating fun in games with children
Proceedings of the International Conference on Advances in Computer Enterntainment Technology
Using affective trajectories to describe states of flow in interactive art
Proceedings of the International Conference on Advances in Computer Enterntainment Technology
An in-game reporting tool for pervasive games
Proceedings of the International Conference on Advances in Computer Enterntainment Technology
Communicative behaviors and flow experience in tabletop gaming
Proceedings of the International Conference on Advances in Computer Enterntainment Technology
Interactive surfaces for enhanced cognitive care
DSP'09 Proceedings of the 16th international conference on Digital Signal Processing
Game engine design using data mining
AIA '08 Proceedings of the 26th IASTED International Conference on Artificial Intelligence and Applications
Measuring player experience on runtime dynamic difficulty scaling in an RTS game
CIG'09 Proceedings of the 5th international conference on Computational Intelligence and Games
Activity interface for physical activity motivating games
Proceedings of the 15th international conference on Intelligent user interfaces
Isn't it great?: you can PLAY, MATE!
Proceedings of the 15th international conference on Intelligent user interfaces
Physical activity motivating games: you can play, mate!
OZCHI '09 Proceedings of the 21st Annual Conference of the Australian Computer-Human Interaction Special Interest Group: Design: Open 24/7
Exergame development using the dual flow model
Proceedings of the Sixth Australasian Conference on Interactive Entertainment
Effects of different scenarios of game difficulty on player immersion
Interacting with Computers
Physical activity motivating games: virtual rewards for real activity
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Understanding and evaluating cooperative games
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Investigating narrative in mobile games for seniors
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Towards customizable games for stroke rehabilitation
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Worlds of information: designing for engagement at a public multi-touch display
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
The design of coopetitive pedagogy in an integrated web-based learning model
Edutainment'07 Proceedings of the 2nd international conference on Technologies for e-learning and digital entertainment
Information Systems Frontiers
Was Vygotsky right? evaluating learning effects of social interaction in children internet games
INTERACT'07 Proceedings of the 11th IFIP TC 13 international conference on Human-computer interaction - Volume Part II
Balancing Play, Meaning and Reality: The Design Philosophy of LEVEE PATROLLER
Simulation and Gaming
Proceedings of the 3rd International Conference on Fun and Games
ajME: making game engines autonomic
Proceedings of the 3rd International Conference on Fun and Games
Evaluation of virtual agents utilizing theory of mind in a real time action game
Proceedings of the 9th International Conference on Autonomous Agents and Multiagent Systems: volume 1 - Volume 1
Get up and move: an interactive cuddly toy that stimulates physical activity
Personal and Ubiquitous Computing
Recommender algorithms in activity motivating games
Proceedings of the fourth ACM conference on Recommender systems
Design and evaluation of player experience of a location-based mobile game
Proceedings of the 6th Nordic Conference on Human-Computer Interaction: Extending Boundaries
Evaluating game genres for tagging images
Proceedings of the 6th Nordic Conference on Human-Computer Interaction: Extending Boundaries
Explorations in player motivations: virtual agents
ICEC'10 Proceedings of the 9th international conference on Entertainment computing
Designing games for everyone: the expanded game experience model
Futureplay '10 Proceedings of the International Academic Conference on the Future of Game Design and Technology
Exergames for adult users: a preliminary pilot study
Futureplay '10 Proceedings of the International Academic Conference on the Future of Game Design and Technology
Developing engaging exergames with simple motion detection
Proceedings of the 14th International Academic MindTrek Conference: Envisioning Future Media Environments
Using presence to evaluate an augmented reality location aware game
Personal and Ubiquitous Computing
The concept of flow in collaborative game-based learning
Computers in Human Behavior
Proceedings of the 28th Annual European Conference on Cognitive Ergonomics
A framework for the evaluation of digital musical instruments
Computer Music Journal
Pervasive play for everyone using the weather
Proceedings of the 7th International Conference on Advances in Computer Entertainment Technology
Target assistance for subtly balancing competitive play
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Gamification. using game-design elements in non-gaming contexts
CHI '11 Extended Abstracts on Human Factors in Computing Systems
Performance and perceptions of human computation games for image tagging
Proceedings of the 2011 ACM Symposium on Applied Computing
Astrojumper: Motivating exercise with an immersive virtual reality exergame
Presence: Teleoperators and Virtual Environments
Mobile Augmented Reality: Collaborative use of mobile augmented reality with paper maps
Computers and Graphics
Market Game: simulation game for business classes
Proceedings of the 2011 Workshop on Open Source and Design of Communication
Evaluating enjoyment within alternate reality games
Proceedings of the 2011 ACM SIGGRAPH Symposium on Video Games
Investigation of the antecedents and consequences of gamer satisfaction: An individual perspective
Computers in Entertainment (CIE) - Theoretical and Practical Computer Applications in Entertainment
Active learning with the CyberCIEGE video game
CSET'11 Proceedings of the 4th conference on Cyber security experimentation and test
Evaluating enjoyment within alternate reality games
ACM SIGGRAPH 2011 Game Papers
Perceptions, quality and motivational needs in image tagging human computation games
Journal of Information Science
Analysis of multiplayer platform users activity based on the virtual and real time dimension
SocInfo'11 Proceedings of the Third international conference on Social informatics
Adapting content presentation and control to player personality in videogames
Proceedings of the 8th International Conference on Advances in Computer Entertainment Technology
A survey of Japanese gamers' ratings of experience elements for different game genres
Proceedings of the 8th International Conference on Advances in Computer Entertainment Technology
Empirical validation of the involvement component of the pervasive GameFlow model
Proceedings of the 8th International Conference on Advances in Computer Entertainment Technology
Difficulty in videogames: an experimental validation of a formal definition
Proceedings of the 8th International Conference on Advances in Computer Entertainment Technology
Orientation Passport: using gamification to engage university students
Proceedings of the 23rd Australian Computer-Human Interaction Conference
Understanding playability and motivational needs in human computation games
ICADL'11 Proceedings of the 13th international conference on Asia-pacific digital libraries: for cultural heritage, knowledge dissemination, and future creation
Presence: Teleoperators and Virtual Environments
Playing the museum: towards a rationale for games in exhibition design
Proceedings of the 7th Australasian Conference on Interactive Entertainment
DELIVER! - An educational game for teaching Earned Value Management in computing courses
Information and Software Technology
ICEC'06 Proceedings of the 5th international conference on Entertainment Computing
Mobile exergames for preventing diseases related to childhood obesity
Proceedings of the 4th International Symposium on Applied Sciences in Biomedical and Communication Technologies
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
Towards a generic framework for automated video game level creation
EvoApplicatons'10 Proceedings of the 2010 international conference on Applications of Evolutionary Computation - Volume Part I
Video gameplay, personality and academic performance
Computers & Education
Come meet me at Ulduar: progression raiding in world of warcraft
Proceedings of the ACM 2012 conference on Computer Supported Cooperative Work
Time perception, immersion and music in videogames
BCS '10 Proceedings of the 24th BCS Interaction Specialist Group Conference
User experience methods and games: lessons learned
BCS '10 Proceedings of the 24th BCS Interaction Specialist Group Conference
Measuring involvement with audio/video content
BCS '10 Proceedings of the 24th BCS Interaction Specialist Group Conference
Designing dramatic play: story and game structure
BCS '10 Proceedings of the 24th BCS Interaction Specialist Group Conference
Review: Engagement in digital entertainment games: A systematic review
Computers in Human Behavior
Wizard of Wii: toward understanding player experience in first person games with 3D gestures
Proceedings of the 6th International Conference on Foundations of Digital Games
An enjoyment metric for the evaluation of alternate reality games
Proceedings of the 6th International Conference on Foundations of Digital Games
Time balancing with adaptive time-variant minigames
ICEC'11 Proceedings of the 10th international conference on Entertainment Computing
Measuring the impact of knowledge gained from playing FPS and RPG games on gameplay performance
ICEC'11 Proceedings of the 10th international conference on Entertainment Computing
From game design elements to gamefulness: defining "gamification"
Proceedings of the 15th International Academic MindTrek Conference: Envisioning Future Media Environments
Measuring the impact of game controllers on player experience in FPS games
Proceedings of the 15th International Academic MindTrek Conference: Envisioning Future Media Environments
Hooked! --- evaluating engagement as continuation desire in interactive narratives
ICIDS'11 Proceedings of the 4th international conference on Interactive Digital Storytelling
MARBOWL: increasing the fun experience of shooting marbles
Personal and Ubiquitous Computing
Personal and Ubiquitous Computing
Not doing but thinking: the role of challenge in the gaming experience
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
A systematic literature review of empirical evidence on computer games and serious games
Computers & Education
Everscape: the making of a disaster evacuation experience
CHI '12 Extended Abstracts on Human Factors in Computing Systems
Evaluating user experience of adaptive digital educational games with Activity Theory
International Journal of Human-Computer Studies
EvoApplications'12 Proceedings of the 2012t European conference on Applications of Evolutionary Computation
Using an interactive visual novel to promote patient empowerment through engagement
Proceedings of the International Conference on the Foundations of Digital Games
Proceedings of the Designing Interactive Systems Conference
GameFlow heuristics for designing and evaluating real-time strategy games
Proceedings of The 8th Australasian Conference on Interactive Entertainment: Playing the System
A feasibility study in using facial expressions analysis to evaluate player experiences
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
Applying the PLEX framework in designing for playfulness
DPPI '11 Proceedings of the 2011 Conference on Designing Pleasurable Products and Interfaces
Game design considerations when using non-touch based natural user interface
Transactions on Edutainment VIII
Control vs. complexity in games: comparing arousal in 2D game prototypes
Proceedings of the 4th International Conference on Fun and Games
Playing it real: magic lens and static peephole interfaces for games in a public space
MobileHCI '12 Proceedings of the 14th international conference on Human-computer interaction with mobile devices and services
Effect of touch-screen size on game immersion
BCS-HCI '12 Proceedings of the 26th Annual BCS Interaction Specialist Group Conference on People and Computers
GamiCAD: a gamified tutorial system for first time autocad users
Proceedings of the 25th annual ACM symposium on User interface software and technology
Familiarity of challenges and optimal experience in movement interaction games
Proceedings of the 4th Mexican Conference on Human-Computer Interaction
Paximadaki, the game: creating an advergame for promoting traditional food products
Proceeding of the 16th International Academic MindTrek Conference
When a video game transforms to mobile phone controlled team experience
Proceeding of the 16th International Academic MindTrek Conference
ICEC'07 Proceedings of the 6th international conference on Entertainment Computing
Computer game for small pets and humans
ICEC'07 Proceedings of the 6th international conference on Entertainment Computing
Player immersion in the computer game narrative
ICEC'07 Proceedings of the 6th international conference on Entertainment Computing
Physical Activity Motivating Games: Be Active and Get Your Own Reward
ACM Transactions on Computer-Human Interaction (TOCHI)
The relationship between video game use and a performance-based measure of persistence
Computers & Education
Digital art, HCI and environmental awareness evaluating play with fire
Proceedings of the 7th Nordic Conference on Human-Computer Interaction: Making Sense Through Design
"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
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
ICEC'12 Proceedings of the 11th international conference on Entertainment Computing
Brain-Computer interface games: towards a framework
ICEC'12 Proceedings of the 11th international conference on Entertainment Computing
Towards designing for competence and engagement in serious games
SGDA'12 Proceedings of the Third international conference on Serious Games Development and Applications
Toward a Taxonomy Linking Game Attributes to Learning: An Empirical Study
Simulation and Gaming
ACE'12 Proceedings of the 9th international conference on Advances in Computer Entertainment
A modular approach to support the multidisciplinary design of educational game experiences
ICONIP'12 Proceedings of the 19th international conference on Neural Information Processing - Volume Part IV
A survey of serious games on sustainable development
Proceedings of the Winter Simulation Conference
International Journal of Ambient Computing and Intelligence
Computer Gaming Scenarios for Product Development Teams
International Journal of Gaming and Computer-Mediated Simulations
Procedural Ethos: Confirming the Persuasive in Serious Games
International Journal of Gaming and Computer-Mediated Simulations
Motivations for Play in the UFractions Mobile Game in Three Countries
International Journal of Mobile and Blended Learning
Enabling the blind to see gestures
ACM Transactions on Computer-Human Interaction (TOCHI) - Special issue on the theory and practice of embodied interaction in HCI and interaction design
Participatory evaluation of an educational game for social skills acquisition
Computers & Education
MuseUs: Case study of a pervasive cultural heritage serious game
Journal on Computing and Cultural Heritage (JOCCH) - Special issue on serious games for cultural heritage
Factors affecting Chinese Ubiquitous Game Service usage intention
International Journal of Mobile Communications
How does it play better?: exploring user testing and biometric storyboards in games user research
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Designing children's digital games on nutrition with playability heuristics
CHI '13 Extended Abstracts on Human Factors in Computing Systems
Optimizing challenge in an educational game using large-scale design experiments
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
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
Colours that move you: persuasive ambient activity displays
PERSUASIVE'13 Proceedings of the 8th international conference on Persuasive Technology
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
Analysis of motivational elements of social games: a puzzle match 3-games study case
International Journal of Computer Games Technology
The effect of uncertainty on learning in game-like environments
Computers & Education
Examining users' intention to continue using social network games: A flow experience perspective
Telematics and Informatics
Forecasting online game addictiveness
Proceedings of the 11th Annual Workshop on Network and Systems Support for Games
International Journal of Game-Based Learning
Motivation during videogame play: analysing player experience in terms of cognitive action
Proceedings of The 9th Australasian Conference on Interactive Entertainment: Matters of Life and Death
Eyes-free yoga: an exergame using depth cameras for blind & low vision exercise
Proceedings of the 15th International ACM SIGACCESS Conference on Computers and Accessibility
The playful experiences (PLEX) framework as a guide for expert evaluation
Proceedings of the 6th International Conference on Designing Pleasurable Products and Interfaces
Gamification, Serious Games, Ludic Simulation, and other Contentious Categories
International Journal of Gaming and Computer-Mediated Simulations
The validity of a game-based assessment of persistence
Computers in Human Behavior
Proceedings of the 25ième conférence francophone on l'Interaction Homme-Machine
Who but not where: The effect of social play on immersion in digital games
International Journal of Human-Computer Studies
The design and effect of automated directions during scenario-based training
Computers & Education
Proceedings of the 12th International Conference on Mobile and Ubiquitous Multimedia
Games on prescription! evaluation of the elinor console for home-based stroke rehabilitation
Transactions on Edutainment IX
The attraction of online games: An important factor for Internet Addiction
Computers in Human Behavior
Social Network Games: Players' Perspectives
Simulation and Gaming
Subjective Experience and Sociability in a Collaborative Serious Game
Simulation and Gaming
The interplay between immersion and appeal in video games
Computers in Human Behavior
Advice sharing between paired users in online travel planning
Journal of Theoretical and Applied Electronic Commerce Research
Hi-index | 0.02 |
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.