Flow is a highly influential concept across many research domains. Because of the close links between enjoyment and flow, it is also a central concept in game research. Accordingly, many measurement instruments in the form of questionnaires have been developed to measure flow in video games. However, limited independent validation work has been carried out to date. In this project, we evaluated the recently developed Video Game Dispositional Flow Scale (VGDFS) in the context of League of Legends. An online survey posted on the online community reddit.com yielded a sample of N = 140. Confirmatory factor analysis did not support the originally proposed structure. Subsequent exploratory factor analysis resulted in inconclusive findings. Conver...
This study was based on the flow theory of Mihaly Csikszentmihalyi. A cross sectional study was perf...
The measurement of subjective playing experience is an important part of a game development process....
Enjoyment has been identified as a central component of the player experience (PX), but various, ove...
One element of growing interest in the video gaming literature is the flow state, which is a pleasin...
One element of growing interest in the video gaming literature is the flow state, which is a pleasin...
This paper explores the obstacles associated with designing video game levels for the purpose of obj...
The flow theory has been widely applied to explain video game players¿ gaming and purchasing behavio...
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 valid assessment of engagement a player of serious games experiences is vital if future research...
The entertaining elements implemented in a serious game are key factors in determining whether a pla...
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...
GameFlow is a widely used model of player enjoyment, which has been applied to designing and evaluat...
This study has focused to identify what kinds of psychological state are most closely related in pla...
This study was based on the flow theory of Mihaly Csikszentmihalyi. A cross sectional study was perf...
The measurement of subjective playing experience is an important part of a game development process....
Enjoyment has been identified as a central component of the player experience (PX), but various, ove...
One element of growing interest in the video gaming literature is the flow state, which is a pleasin...
One element of growing interest in the video gaming literature is the flow state, which is a pleasin...
This paper explores the obstacles associated with designing video game levels for the purpose of obj...
The flow theory has been widely applied to explain video game players¿ gaming and purchasing behavio...
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 valid assessment of engagement a player of serious games experiences is vital if future research...
The entertaining elements implemented in a serious game are key factors in determining whether a pla...
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...
GameFlow is a widely used model of player enjoyment, which has been applied to designing and evaluat...
This study has focused to identify what kinds of psychological state are most closely related in pla...
This study was based on the flow theory of Mihaly Csikszentmihalyi. A cross sectional study was perf...
The measurement of subjective playing experience is an important part of a game development process....
Enjoyment has been identified as a central component of the player experience (PX), but various, ove...