One element of growing interest in the video gaming literature is the flow state, which is a pleasing and engaging experience commonly reported by players of games. As such, there are many different measures and methods that seek to quantify the flow experience. The present work examined whether a common measure of flow, the Dispositional Flow Scale-2 (DFS-2), was valid to use in the gamer population. We initially collected data from 762 undergraduate students. Of these, 314 qualified as gamers and were included in our analysis. Participants completed the DFS-2 based on their personal gaming experiences and the data was subjected to factor analysis. We did not find the DFS-2 to be an adequate measure of flow for the game experience and th...
The entertaining elements implemented in a serious game are key factors in determining whether a pla...
GameFlow is a widely used model of player enjoyment, which has been applied to designing and evaluat...
International audienceThe flow experience is a state in which people are completely concentrated and...
One element of growing interest in the video gaming literature is the flow state, which is a pleasin...
Flow is a highly influential concept across many research domains. Because of the close links betwee...
The valid assessment of engagement a player of serious games experiences is vital if future research...
The flow theory has been widely applied to explain video game players¿ gaming and purchasing behavio...
This paper explores the obstacles associated with designing video game levels for the purpose of obj...
Effective measurement of the enjoyment of computer game play will assist game designers to understan...
This research-in-progress paper reports on the development of an instrument for measuring flow exper...
The measurement of subjective playing experience is an important part of a game development process....
The purpose of the present study was to adapt the “Scale of Flow Experience in Video Games” to Turki...
The purpose of this paper is to investigate a flow model (F-model) and its operationalizations abili...
This paper examines the experiences of players of a problem-solving game. The main purpose of the pa...
Researching experiential phenomena is a challenging undertaking, given the sheer variety of experien...
The entertaining elements implemented in a serious game are key factors in determining whether a pla...
GameFlow is a widely used model of player enjoyment, which has been applied to designing and evaluat...
International audienceThe flow experience is a state in which people are completely concentrated and...
One element of growing interest in the video gaming literature is the flow state, which is a pleasin...
Flow is a highly influential concept across many research domains. Because of the close links betwee...
The valid assessment of engagement a player of serious games experiences is vital if future research...
The flow theory has been widely applied to explain video game players¿ gaming and purchasing behavio...
This paper explores the obstacles associated with designing video game levels for the purpose of obj...
Effective measurement of the enjoyment of computer game play will assist game designers to understan...
This research-in-progress paper reports on the development of an instrument for measuring flow exper...
The measurement of subjective playing experience is an important part of a game development process....
The purpose of the present study was to adapt the “Scale of Flow Experience in Video Games” to Turki...
The purpose of this paper is to investigate a flow model (F-model) and its operationalizations abili...
This paper examines the experiences of players of a problem-solving game. The main purpose of the pa...
Researching experiential phenomena is a challenging undertaking, given the sheer variety of experien...
The entertaining elements implemented in a serious game are key factors in determining whether a pla...
GameFlow is a widely used model of player enjoyment, which has been applied to designing and evaluat...
International audienceThe flow experience is a state in which people are completely concentrated and...