Computers in entertainment · 2008 · 479 citations · 40 references
Social SciencesInformation SystemsGame TheoryInteraction DesignUser Experience DesignExperience DesignGame PlayingVideo Game AdaptationVideo Game StudiesGame Mechanics AnalysisGameplay ExperienceOptimal ExperienceVideo Game Aesthetics
Flow theory has been applied to game‑play, but translating the construct into an operative description of gameplay remains unclear, and prior attempts have relied on analogy. The article proposes a practical, integrated approach to analyze game mechanics and aesthetics to gain deeper insights into a game's capacity for flow. The authors map the player–game relationship onto Cowley's USE model and extend it into an information systems framework to operationally link flow to gameplay. This approach improves understanding of player interaction and offers researchers guidance for designing gameplay mechanisms tailored to individual players.
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.
40
A Mathematical Theory of Communication
Claude E. Shannon · Bell System Technical Journal · 1948 · 80.7K citations
Flow: the psychology of optimal experience
Choice Reviews Online · 1990 · 12.7K citations
Flow: The Psychology of Optimal Experience
Richard Buchanan, Mihály Csíkszentmihályi · Design Issues · 1991 · 9.5K citations