GameFlow 2020: 15 Years of a Model of Player Enjoyment

Penny Sweetser*

*Corresponding author for this work

Research output: Chapter in Book/Report/Conference proceedingConference contributionpeer-review

8 Citations (Scopus)

Abstract

The original GameFlow model was first published in 2005 and in the last 15 years it has seen thousands of citations and hundreds of applications to designing and evaluating games and gameful experiences. Previous work has sought to test and validate the model by applying it to different game experiences to further understand those experiences and to expose any weaknesses of the model. In this paper, we survey over 200 applications of GameFlow over the last 15 years, to understand how, where, and why the model has been applied. We found that the model has been applied to a diverse set of experiences, domains, platforms, audiences, and used in a variety of ways. This work lays the foundations for targeting the next version of the GameFlow model towards the most valuable and appropriate applications and to define how it fits within the broader landscape of player experience tools.

Original languageEnglish
Title of host publicationProceedings of the 32nd Australian Computer-Human Interaction Conference, OzCHI 2020
EditorsNaseem Ahmadpour, Tuck Leong, Bernd Ploderer, Callum Parker, Sarah Webber, Diego Munoz, Lian Loke, Martin Tomitsch
PublisherAssociation for Computing Machinery
Pages705-711
Number of pages7
ISBN (Electronic)9781450389754
DOIs
Publication statusPublished - 2 Dec 2020
Externally publishedYes
Event32nd Australian Computer-Human Interaction Conference, OzCHI 2020 - Virtual, Online, Australia
Duration: 2 Dec 20204 Dec 2020

Publication series

NameACM International Conference Proceeding Series

Conference

Conference32nd Australian Computer-Human Interaction Conference, OzCHI 2020
Country/TerritoryAustralia
CityVirtual, Online
Period2/12/204/12/20

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