Location via proxy:   [ UP ]  
[Report a bug]   [Manage cookies]                
skip to main content
article

GameFlow: a model for evaluating player enjoyment in games

Published: 01 July 2005 Publication History
  • Get Citation Alerts
  • Abstract

    Although player enjoyment is central to computer games, there is currently no accepted model of player enjoyment in games. There are many heuristics in the literature, based on elements such as the game interface, mechanics, gameplay, and narrative. However, there is a need to integrate these heuristics into a validated model that can be used to design, evaluate, and understand enjoyment in games. We have drawn together the various heuristics into a concise model of enjoyment in games that is structured by flow. Flow, a widely accepted model of enjoyment, includes eight elements that, we found, encompass the various heuristics from the literature. Our new model, GameFlow, consists of eight elements -- concentration, challenge, skills, control, clear goals, feedback, immersion, and social interaction. Each element includes a set of criteria for achieving enjoyment in games. An initial investigation and validation of the GameFlow model was carried out by conducting expert reviews of two real-time strategy games, one high-rating and one low-rating, using the GameFlow criteria. The result was a deeper understanding of enjoyment in real-time strategy games and the identification of the strengths and weaknesses of the GameFlow model as an evaluation tool. The GameFlow criteria were able to successfully distinguish between the high-rated and low-rated games and identify why one succeeded and the other failed. We concluded that the GameFlow model can be used in its current form to review games; further work will provide tools for designing and evaluating enjoyment in games.

    References

    [1]
    Adams, E. 2004. The designer's notebook: Bad game designer, no Twinkie! Gamasutra} (June 2004). http://www.gamasutra.com/features/20040611/adams_01.shtml. Online Feb. 1, 2005.
    [2]
    Artz, J. 1996. Computers and the quality of life: Assessing flow in information systems. Computers and Society 26, 3 (1996), 7-12.
    [3]
    Blizzard 2002. Warcraft 3. http://www.blizzard.com/war3/. Online Feb. 1, 2005.
    [4]
    Brown, E. and Cairns, P. 2004. A grounded investigation of game immersion. In Extended Abstracts of the 2004 Conference on Human Factors in Computing Systems. ACM Press, New York, 1297-1300.
    [5]
    Church, D. 2002. Simulation, emulation, and the game design/development process. Presented at the Australian Game Developers Conference (Melbourne, Dec. 6-8, 2002).
    [6]
    Cornett, S. 2004. The usability of massively multiplayer online roleplaying games: Designing for new users. In Proceedings of the 2004 Conference on Human Factors in Computing Systems. ACM Press, New York, 703-710.
    [7]
    Csikszentmihalyi, M. 1990. Flow: The Psychology of Optimal Experience. Harper Perennial, New York.
    [8]
    Denham, B. 2004. Toward an explication of media enjoyment: The synergy of social norms, viewing situations and program content. Communication Theory 14, 4 (2004), 370-387.
    [9]
    Desurvire, H., Caplan, M., and Toth, J.A. 2004. Using heuristics to evaluate the playability of games. In Extended Abstracts of the 2004 Conference on Human Factors in Computing Systems. ACM Press, New York, 1509-1512.
    [10]
    Federoff, M. 2002. Heuristics and usability guidelines for the creation and evaluation of fun in video games. Unpublished thesis, Indiana Univ., Bloomington. http://www.melissafederoff.com/thesis.html. Online Feb. 1, 2005.
    [11]
    Fullerton, T., Swain, C., and Hoffman, S. 2004. Improving player choices. Gamasutra (March 2004). http://www.gamasutra.com/features/20040310/fullerton_01.shtml. Online Feb. 1, 2005.
    [12]
    GameRankings. 2004. http://www.gamerankings.com/. Online Feb. 1, 2005.
    [13]
    Garneau, P. 2002. Emergence: Making games deeper. http://www.pagtech.com/ Articles/Emergence.html. Online July 24, 2003.
    [14]
    Gee, J. P. 2004. Learning by design: Games as learning machines. Gamasutra (March 2004). Online Feb. 1, 2005. http://www.gamasutra.com/gdc2004/features/20040324/gee_01.shtml.
    [15]
    Green, M., Brock, T., and Kaufman, G. 2004. Understanding media enjoyment: The role of transportation into narrative worlds. Communication Theory 14, 4 (2004), 311-327.
    [16]
    Jennings, M. 2000. Theory and models for creating engaging and immersive ecommerce websites. In Proceedings of the 2000 ACM SIGCPR Conference on Computer Personnel Research. ACM, New York, 77-85.
    [17]
    Johnson, D. and Wiles, J. 2003. Effective affective user interface design in games. Ergonomics 46, 13/14 (2003), 1332-1345.
    [18]
    Juul, J. 2004. Working with the player's repertoire. Int. J. Intelligent Games and Simulation 3, 1 (2004), 54-61.
    [19]
    Kane, B. 2003. Postcard from GDC 2003: 34 ways to put emotions into games. Gamasutra (March 2003). http://www.gamasutra.com/gdc2003/features/20030308/kane_emotion_01.htm. Online Feb. 1, 2005.
    [20]
    Lazzaro, N. 2004. Why we play games: Four keys to more emotion without story. http://www.xeodesign.com/whyweplaygames/xeodesign_whyweplaygames.pdf. Online Feb. 1, 2005.
    [21]
    Lazzaro, N. and Keeker, K. 2004. What's my method? A game show on games. In Extended Abstracts of the 2004 Conference on Human Factors in Computing Systems. ACM Press, New York, 1093-1094.
    [22]
    Nabi, R. and Krcmar, M. 2004. Conceptualising media enjoyment as attitude: implications for mass media effects research. Communication Theory 4, 14 (2004), 288-310.
    [23]
    Oliver, M. and Nabi, R. 2004. Exploring the concept of media enjoyment: An introduction to the special issue. Communication Theory 14, 4 (2004), 285-287.
    [24]
    Pachet, F. and Addressi, A.R. 2004. Music: When children reflect on their own playing style: Experiments with continuator and children. Computers in Entertainment 2, 1 (2004), 14.
    [25]
    Pagulayan, R., Keeker, K., Wixon, D., Romero, R., and Fuller, T. 2003. User-centered design in games. In The Human-Computer Interaction Handbook: Fundamentals, Evolving Techniques and Emerging Applications. J. A. Jacko and A. Sears (eds.). Lawrence Erlbaum Associates, Mahwah, NJ, 883-905.
    [26]
    Raney, A. 2004. Expanding disposition theory: Reconsidering character liking, moral evaluations, and enjoyment. Communication Theory 14, 4 (2004), 348-369.
    [27]
    Sharafi, P., Hedman, L., and Montgomery, H. 2004. Using information technology: engagement modes, flow experience, and personality orientations.
    [28]
    Smith, H. 1999. The three goals of the game designer. Gamasutra (April 1999). http://www.gamasutra.com/features/19990409/enemies_02.htm. Online Feb. 1, 2005.
    [29]
    Smith, H. 2002. Systemic level design. In the Game Developers Conference (San Jose, CA, March 21-23, 2002).
    [30]
    Sony. 2003. Lords of EverQuest. http://lordsofeverquest.station.sony.com/. Online Feb. 1, 2005.
    [31]
    Sweetser, P. and Dennis, S. 2003. Facilitating learning in a real time strategy computer game. In Entertainment Computing: Technologies and Applications. R. Nakatsu and J. Hoshino (eds.). Kluwer Academic, Boston, MA, 49-56.
    [32]
    Sweetser, P. and Johnson, D. 2004. Player-centred game environments: Assessing player opinions, experiences and issues. In Entertainment Computing - ICEC 2004: Third International Conference. LNCS 3166, Springer Verlag, New York, 321-332.
    [33]
    Sweetser, P., Johnson, D., Sweetser, J., and Wiles, J. 2003. Creating engaging artificial characters for games. In Proceedings of the Second International Conference on Entertainment Computing. (Carnegie Mellon Univ., Pittsburgh, PA).
    [34]
    Vass, M., Carroll, J., and Shaffer, C.A. 2002. Supporting creativity in problem solving environments. In Proceedings of the Fourth Conference on Creativity and Cognition. 31-37.
    [35]
    Vorderer, P., Hartmann, T., and Klimmt, C. 2003. Explaining the enjoyment of playing video games: The role of competition. In Proceedings of the Second International Conference on Computer Games (Carnegie Mellon Univ., Pittsburgh, PA).

    Cited By

    View all
    • (2024)Ergenlerin Dijital Oyun Kullanımlarına İlişkin Görüşleri Üzerine Nitel Bir AraştırmaYeni Medya Dergisi10.55609/yenimedya.1363855Online publication date: 12-Feb-2024
    • (2024)Flow and Physiological Response Assessment during Exercise Using Metrorhythmic StimuliJournal of Human Kinetics10.5114/jhk/187804Online publication date: 17-Jul-2024
    • (2024)Serious games in service of TheologyVerbum et Ecclesia10.4102/ve.v45i1.288345:1Online publication date: 16-Jan-2024
    • Show More Cited By

    Recommendations

    Comments

    Information & Contributors

    Information

    Published In

    cover image Computers in Entertainment
    Computers in Entertainment   Volume 3, Issue 3
    Theoretical and Practical Computer Applications in Entertainment
    July 2005
    141 pages
    EISSN:1544-3574
    DOI:10.1145/1077246
    Issue’s Table of Contents

    Publisher

    Association for Computing Machinery

    New York, NY, United States

    Publication History

    Published: 01 July 2005
    Published in CIE Volume 3, Issue 3

    Permissions

    Request permissions for this article.

    Check for updates

    Author Tags

    1. enjoyment
    2. evaluation
    3. flow
    4. games

    Qualifiers

    • Article

    Contributors

    Other Metrics

    Bibliometrics & Citations

    Bibliometrics

    Article Metrics

    • Downloads (Last 12 months)1,387
    • Downloads (Last 6 weeks)92
    Reflects downloads up to 11 Aug 2024

    Other Metrics

    Citations

    Cited By

    View all
    • (2024)Ergenlerin Dijital Oyun Kullanımlarına İlişkin Görüşleri Üzerine Nitel Bir AraştırmaYeni Medya Dergisi10.55609/yenimedya.1363855Online publication date: 12-Feb-2024
    • (2024)Flow and Physiological Response Assessment during Exercise Using Metrorhythmic StimuliJournal of Human Kinetics10.5114/jhk/187804Online publication date: 17-Jul-2024
    • (2024)Serious games in service of TheologyVerbum et Ecclesia10.4102/ve.v45i1.288345:1Online publication date: 16-Jan-2024
    • (2024)Emerging Trends in Play-to-Earn (P2E) GamesJournal of Theoretical and Applied Electronic Commerce Research10.3390/jtaer1901002619:1(486-506)Online publication date: 1-Mar-2024
    • (2024)Enhancing the Management of Non-Specific Neck Pain through Gamification: Design and Efficacy of a Health ApplicationBioengineering10.3390/bioengineering1107064011:7(640)Online publication date: 23-Jun-2024
    • (2024)Minding the Minds: A Primer on Cognitive Challenge for Marine Mammals in Human CareAnimals10.3390/ani1406094914:6(949)Online publication date: 19-Mar-2024
    • (2024)PEMOCS: theory derivation of a concept for PErsonalized MOtor-Cognitive exergame training in chronic Stroke—a methodological paper with an application exampleFrontiers in Sports and Active Living10.3389/fspor.2024.13979496Online publication date: 10-Jun-2024
    • (2024)CFI: a VR motor rehabilitation serious game design framework integrating rehabilitation function and game design principles with an upper limb caseJournal of NeuroEngineering and Rehabilitation10.1186/s12984-024-01373-221:1Online publication date: 1-Jul-2024
    • (2024)Just Fun and Games? A Sociological Consideration of Fun in Video GamesGames and Culture10.1177/15554120241254876Online publication date: 22-May-2024
    • (2024)A Serious Game for Promoting Knowledge about Suicidal Thoughts for Students at Higher EducationProceedings of the 2024 International Conference on Information Technology for Social Good10.1145/3677525.3678680(342-349)Online publication date: 4-Sep-2024
    • Show More Cited By

    View Options

    Get Access

    Login options

    Full Access

    View options

    PDF

    View or Download as a PDF file.

    PDF

    eReader

    View online with eReader.

    eReader

    HTML Format

    View this article in HTML Format.

    HTML Format

    Media

    Figures

    Other

    Tables

    Share

    Share

    Share this Publication link

    Share on social media