Gameflow and player experience measures: An initial comparison of conceptual constructs

Penny Sweetser, Daniel Johnson

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

    8 Citations (Scopus)

    Abstract

    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.

    Original languageEnglish
    Title of host publicationProceedings of the 31st Australian Conference on Human-Computer-Interaction, OzCHI 2019
    PublisherAssociation for Computing Machinery
    Pages317-321
    Number of pages5
    ISBN (Electronic)9781450376969
    DOIs
    Publication statusPublished - 2 Dec 2019
    Event31st Australian Conference on Human-Computer-Interaction, OzCHI 2019 - Perth/Fremantle, Australia
    Duration: 2 Dec 20195 Dec 2019

    Publication series

    NameACM International Conference Proceeding Series

    Conference

    Conference31st Australian Conference on Human-Computer-Interaction, OzCHI 2019
    Country/TerritoryAustralia
    CityPerth/Fremantle
    Period2/12/195/12/19

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