GameFlow: a model for evaluating player enjoyment in games
By Penelope Sweetser, Peta Wyeth. Conference on Computability in Europe, 2005
2,433 citations recorded by the source corpus.
Subfields: Developmental and Educational Psychology, Literature and Literary Theory, Sociology and Political Science
View Paper: https://www.semanticscholar.org/paper/d01844be99a596da730fb3e96a6de3c17637a2e4
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
- S. Atkins
- Rabail Tahir
- Regan L. Mandryk
- Fong-Ling Fu
- Sheng-Chin Yu
- Ronghui Su
- Thomas Hainey
- T. Connolly
In Literature and Literary Theory
- Regan L. Mandryk
- René Eppmann
- Sanne F. Akkerman
- Thomas Hainey
- Fong-Ling Fu
- Sheng-Chin Yu
- Laura A. Dabbish
- James M. Boyle
In Sociology and Political Science
- Fong-Ling Fu
- Sheng-Chin Yu
- Ronghui Su
- Thomas Hainey
- T. Connolly
- Elizabeth A. Boyle
- Tom L. Roberts Jr.
- Regan L. Mandryk
Citations in the corpus
- Creating brand engagement through in-store gamified customer experiences (2019, background): “The creation of hedonic experiences through game-related challenges can be described using the theoretical perspective of flow (Cowley et al., 2008; Csikszentmihalyi, 2014; Sweetser and Wyeth, 2005).”
- A continuous and objective evaluation of emotional experience with interactive play environments (2006, background): “Standard discount usability methods, such as heuristic evaluation, are useful for uncovering usability issues within play environments; however, there has been minimal research on using heuristics to evaluate the playability of an entertainment technology [7, 31], or to evaluate the impact of emergi”
- Beyond Screen Time: Identity Development in the Digital Age (2020, background): “Related to the sense of relentless optimism is the motivational “sweet spot” which most good video games target, where challenge and frustration are balanced with eventual success and accomplishment (Sweetser & Wyeth, 2005).”
- Considerations for the design of exergames (2007, background): “In particular, Sweetser et al. [Sweetser and Wyeth 2005] present a modified version of flow, specialised to the video game domain, called “gameflow”.”
- EGameFlow: A scale to measure learners' enjoyment of e-learning games (2009, positive): “Sweetser and Wyeth (2005) stated that players' perceived skills are very important and they should match the challenge supported by the game.”
- Taking "Fun and Games" Seriously: Proposing the Hedonic-Motivation System Adoption Model (HMSAM) (2012, methodology): “Additionally, users who devote time to HMS do so for intrinsic rewards and generally have little concern for any potential external reward they might receive (Sweetser & Wyeth, 2005); rather, they are concerned mostly with the process or experience of use itself.”
- Designing games with a purpose (2008, background): “The feeling of connection that players can get from these games is one of the factors that motivates repeated play.(18,20)”
- Flow in games (and everything else) (2007, background): “Any such experience must offer many choices, adapting to dif ferent users personal Flow Zones (see Figure 3).”
- Towards customizable games for stroke rehabilitation (2010, result): “We observed that this enabled less boredom and provided challenge, which is consistent with the concept of flow [25].”
- Development and validation of the player experience inventory: A scale to measure player experiences at the level of functional and psychosocial consequences (2020, background): “…approach to game design and game research (2004), in the many heuristics Desurvire and Wiberg (2009); Korhonen and Koivisto (2006), design principles Sweetser and Wyeth (2005) or cards Lucero and Arrasvuori (2010) that help translate psychosocial experience concepts into operational guidelines.”
- Engagement in digital entertainment games: A systematic review (2012, background): “Vorderer, Klimmt, and Ritterfield (2004) suggested that research has neglected to consider the nature of media enjoyment, Sweetser and Wyeth (2005) claimed that understanding game usability has had priority over understanding game enjoyment, while Yannakis and Hallam (2007) argued that our…”
- Gameful Experience in Gamification: Construction and Validation of a Gameful Experience Scale [GAMEX] (2018, background): “Some authors further identify the elicitation of positive emotions as the primary goal of games and gamified applications (Francisco-Aparicio et al. 2013; Harwood and Garry 2015; McGonigal 2011; Robson et al. 2015; Rodrigues, Oliveira, and Costa 2016; Sweetser and Wyeth 2005).”
- Measuring and defining the experience of immersion in games (2008, methodology): “GameFlow was devised with a view to better positioning flow as part of the gaming experience (Sweetser and Wyeth, 2005).”
- The effect of using Kahoot! for learning - A literature review (2020, background): “A crucial part of Kahoot! is the social interaction (Sweetser & Wyeth, 2005) that both take place in a digital game as well as in a classroom.”