Operationalising and measuring flow in video games

Klarkowski, Madison, Johnson, Daniel, Wyeth, Peta, Smith, Simon, & Phillips, Cody (2015) Operationalising and measuring flow in video games. In Proceedings of the Annual Meeting of the Australian Special Interest Group for Computer Human Interaction on - OzCHI '15, ACM, Melbourne, Vic, pp. 114-118.

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Abstract

This paper explores the obstacles associated with designing video game levels for the purpose of objectively measuring flow. We sought to create three video game levels capable of inducing a flow state, an overload state (low-flow), and a boredom state (low-flow). A pilot study, in which participants self-reported levels of flow after playing all three game levels, was undertaken. Unexpected results point to the challenges of operationalising flow in video game research, obstacles in experimental design for invoking flow and low-flow, concerns about flow as a construct for measuring video game enjoyment, the applicability of self-report flow scales, and the experience of flow in video game play despite substantial challenge-skill differences.

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ID Code: 94733
Item Type: Conference Paper
Refereed: Yes
Keywords: Flow, Video games, Videogames, User Experience, Play Experience
DOI: 10.1145/2838739.2838826
ISBN: 9781450336734
Divisions: Current > QUT Faculties and Divisions > Faculty of Health
Current > QUT Faculties and Divisions > Science & Engineering Faculty
Current > Schools > School of Psychology & Counselling
Copyright Owner: Copyright 2015 ACM
Deposited On: 11 Apr 2016 23:52
Last Modified: 04 Jan 2017 18:06

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