TY - GEN
T1 - Gameflow and player experience measures
T2 - 31st Australian Conference on Human-Computer-Interaction, OzCHI 2019
AU - Sweetser, Penny
AU - Johnson, Daniel
N1 - Publisher Copyright:
© 2019 Association for Computing Machinery.
PY - 2019/12/2
Y1 - 2019/12/2
N2 - GameFlow is a widely used model of player enjoyment, which has been applied to designing and evaluating many games and gamelike experiences since its first publication. Although GameFlow has been used as a basis for many surveys, no formal operationalisation has been proposed or validated. This raises the question of whether the development of a GameFlow measure is a worthwhile endeavour. In this paper, we report findings of a study in which GameFlow was used as an evaluation tool for an online strategy game, in conjunction with player experience measures. Expert reviews, using the GameFlow criteria, were conducted by 12 stakeholders (developers, players, researchers, and journalists) in the game Neptune's Pride 2: Triton. Player experience surveys, incorporating the Flow State Scale and Player Experience of Need Satisfaction, were also completed by 351 players. We reflect on the interaction, conceptual constructs, and value of each instrument, and where future development of the GameFlow model should focus.
AB - GameFlow is a widely used model of player enjoyment, which has been applied to designing and evaluating many games and gamelike experiences since its first publication. Although GameFlow has been used as a basis for many surveys, no formal operationalisation has been proposed or validated. This raises the question of whether the development of a GameFlow measure is a worthwhile endeavour. In this paper, we report findings of a study in which GameFlow was used as an evaluation tool for an online strategy game, in conjunction with player experience measures. Expert reviews, using the GameFlow criteria, were conducted by 12 stakeholders (developers, players, researchers, and journalists) in the game Neptune's Pride 2: Triton. Player experience surveys, incorporating the Flow State Scale and Player Experience of Need Satisfaction, were also completed by 351 players. We reflect on the interaction, conceptual constructs, and value of each instrument, and where future development of the GameFlow model should focus.
KW - Flow
KW - GameFlow
KW - Player experience
KW - Videogames
UR - http://www.scopus.com/inward/record.url?scp=85078699584&partnerID=8YFLogxK
U2 - 10.1145/3369457.3369486
DO - 10.1145/3369457.3369486
M3 - Conference contribution
AN - SCOPUS:85078699584
T3 - ACM International Conference Proceeding Series
SP - 317
EP - 321
BT - Proceedings of the 31st Australian Conference on Human-Computer-Interaction, OzCHI 2019
PB - Association for Computing Machinery
Y2 - 2 December 2019 through 5 December 2019
ER -