Operationalising and measuring flow in video games
Data(s) |
2015
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Resumo |
This paper explores the obstacles associated with designing video game levels for the purpose of objectively measuring flow. We sought to create three video game levels capable of inducing a flow state, an overload state (low-flow), and a boredom state (low-flow). A pilot study, in which participants self-reported levels of flow after playing all three game levels, was undertaken. Unexpected results point to the challenges of operationalising flow in video game research, obstacles in experimental design for invoking flow and low-flow, concerns about flow as a construct for measuring video game enjoyment, the applicability of self-report flow scales, and the experience of flow in video game play despite substantial challenge-skill differences. |
Formato |
application/pdf |
Identificador | |
Publicador |
ACM |
Relação |
http://eprints.qut.edu.au/94733/1/p114-klarkowski.pdf http://dl.acm.org/citation.cfm?id=2838826 DOI:10.1145/2838739.2838826 Klarkowski, Madison, Johnson, Daniel, Wyeth, Peta, Smith, Simon, & Phillips, Cody (2015) Operationalising and measuring flow in video games. In Proceedings of the Annual Meeting of the Australian Special Interest Group for Computer Human Interaction on - OzCHI '15, ACM, Melbourne, Vic, pp. 114-118. |
Direitos |
Copyright 2015 ACM |
Fonte |
Faculty of Health; Science & Engineering Faculty; School of Psychology & Counselling |
Palavras-Chave | #Flow #Video games #Videogames #User Experience #Play Experience |
Tipo |
Conference Paper |