Flow in games (and everything else)
By Jenova Chen. CACM, 2007
1,009 citations recorded by the source corpus.
Subfields: Developmental and Educational Psychology, Sociology and Political Science
View Paper: https://www.semanticscholar.org/paper/55115dc913ac307e3bef2d874ff728aab16697bb
How researchers see this paper
The researchers whose trusted networks rank it highest, strongest advocate first. Every researcher gets a different order.
In Developmental and Educational Psychology
- Stefania Serafin
- Stamatios Papadakis
- Niels Christian Nilsson
- Virpi Kristiina Tuunainen
- Fong-Ling Fu
- Sheng-Chin Yu
- Paul Benjamin Lowry
- Rolf Nordahl
In Sociology and Political Science
- Ralf Terlutter
- Michelle R. Nelson
- Martin Waiguny
- Tom L. Roberts Jr.
- Bernhard Marko
- Stefania Serafin
- Mikki Hoang Phan
- Stamatios Papadakis
Citations in the corpus
- Mobile Games: Analyzing the Needs and Values of the Consumers (2010, background): “Earlier research has found major differences between the perceived utilitarian and the hedonic values also in the context of digital games (Davis 1989;Raessens and Goldstein 2005), and most often, digital games are assumed to be high on the hedonic value (Batra and Ahtola 1990;Chen 2007;Hirschman an”
- Taking "Fun and Games" Seriously: Proposing the Hedonic-Motivation System Adoption Model (HMSAM) (2012, background): “…flow as something that happens in stages rather than all at once, and this is supported by substantial empirical evidence (Brown & Cairns, 2004; Chen, 2007; Ermi & Mäyrä, 2005; Jennett et al., 2008; Weibel, Wissmath, Habegger, Steiner, & Groner, 2008; Wild, Kuiken, & Schopflocher, 1995; Witmer…”
- EGameFlow: A scale to measure learners' enjoyment of e-learning games (2009, positive): “Chen (2007) used the concept GameFlow to develop the idea of the Flow Zone.”
- The Development and Validation of the Game User Experience Satisfaction Scale (GUESS) (2016, background): “Notably, many researchers viewed the principles of flow to be the underlying mechanisms of game enjoyment and engagement (e.g., Chen, 2007; Choi & Kim, 2004; Fang, Zhang, & Chan, 2013; Fu et al., 2009; Jones, 1998; Sherry, 2004; Sweetser & Wyeth, 2005).”
- Gamification in Science Education. A Systematic Review of the Literature (2021, background): “Although flow theory is more of a process than a theory [48], it is also a pervasive approach to describing digital-related studies [49].”
- Entertainment matters! The relationship between challenge and persuasiveness of an advergame for children (2012, background): “On the other hand, less experienced children might get overwhelmed by the advergame more easily (Chen 2007 ).”
- Studying Gamification: The Effect of Rewards and Incentives on Motivation (2015, background): “The main determinant in creating a fl ow experience is fi nding a balance between perceived skills of the player and the challenge that goes together with game play (Chen, 2007 ; Sweetser & Wyeth, 2005 ).”
- Technology acceptance model (TAM) and social media usage: an empirical study on Facebook (2014, positive): “Empirical and field studies on the perceived value of computer applications, such as video games (Hsu et al., 2005; Chen, 2007) and information systems (Van der Heijden 2004) have identified a simultaneous presence of varying degrees of utilitarian value and hedonic value in technology usage…”
- How Advergame Content Influences Explicit and Implicit Brand Attitudes: When Violence Spills Over (2013, background): “More experienced game players are less likely to perceive a pleasing situation (Chen 2007).”
- Immersion revisited: A review of existing definitions of immersion and their relation to different theories of presence (2016, background): “Notably, these definitions of immersion greatly resemble the experience of flow (Csikszentmihalyi, 1990), which also describes the experience of playing video games (Chen, 2007).”
- Short-term emotion assessment in a recall paradigm (2009, background): “In gaming, emotion assessment can be used for better understanding of the playing conditions that lead to emotional activation (Mandryk and Atkins, 2007) and for maintaining involvement of a player by adapting game difficulty or content (Chanel et al., 2008; Chen, 2007; Rani et al., 2005).”