GameFlow: a model for evaluating player enjoyment in games

Although player enjoyment is central to computer games, there is currently no accepted model of player enjoyment in games. There are many heuristics in the literature, based on elements such as the game interface, mechanics, gameplay, and narrative. However, there is a need to integrate these heuristics into a validated model that can be used to design, evaluate, and understand enjoyment in games. We have drawn together the various heuristics into a concise model of enjoyment in games that is structured by flow. Flow, a widely accepted model of enjoyment, includes eight elements that, we found, encompass the various heuristics from the literature. Our new model, GameFlow, consists of eight elements -- concentration, challenge, skills, control, clear goals, feedback, immersion, and social interaction. Each element includes a set of criteria for achieving enjoyment in games. An initial investigation and validation of the GameFlow model was carried out by conducting expert reviews of two real-time strategy games, one high-rating and one low-rating, using the GameFlow criteria. The result was a deeper understanding of enjoyment in real-time strategy games and the identification of the strengths and weaknesses of the GameFlow model as an evaluation tool. The GameFlow criteria were able to successfully distinguish between the high-rated and low-rated games and identify why one succeeded and the other failed. We concluded that the GameFlow model can be used in its current form to review games; further work will provide tools for designing and evaluating enjoyment in games.

[1]  N. Lazzaro Why we Play Games: Four Keys to More Emotion without Story , 2004 .

[2]  Penelope Sweetser,et al.  Facilitating learning in a real time strategy computer game , 2002, IWEC.

[3]  J. Gee Learning by design: Games as learning machines , 2004 .

[4]  M. Csíkszentmihályi Flow: The Psychology of Optimal Experience , 1990 .

[5]  Steve Cornett,et al.  The usability of massively multiplayer online roleplaying games: designing for new users , 2004, CHI.

[6]  Leif R. Hedman,et al.  Using information technology: engagement modes, flow experience, and personality orientations , 2006, Comput. Hum. Behav..

[7]  John A. Artz,et al.  Computers and the quality of life: assessing flow in information systems , 1996, CQL '96.

[8]  Geoff F. Kaufman,et al.  Understanding Media Enjoyment: The Role of Transportation Into Narrative Worlds , 2004 .

[9]  Kevin Keeker,et al.  What's my method?: a game show on games , 2004, CHI EA '04.

[10]  Melissa A. Federoff,et al.  HEURISTICS AND USABILITY GUIDELINES FOR THE CREATION AND EVALUATION OF FUN IN VIDEO GAMES , 2002 .

[11]  M. Csíkszentmihályi Flow. The Psychology of Optimal Experience. New York (HarperPerennial) 1990. , 1990 .

[12]  John M. Artz Computers and the quality of life: assessing flow in information systems , 1996, CSOC.

[13]  Daniel M. Johnson,et al.  Effective affective user interface design in games , 2003, Ergonomics.

[14]  Manfred Tscheligi,et al.  Extended abstracts of the 2004 Conference on Human Factors in Computing Systems, CHI 2004, Vienna, Austria, April 24 - 29, 2004 , 2004, CHI Extended Abstracts.

[15]  Daniel M. Johnson,et al.  Creating engaging artificial characters for games , 2003, ICEC.

[16]  Christoph Klimmt,et al.  Explaining the enjoyment of playing video games: the role of competition , 2003, ICEC.

[17]  Mary Beth Oliver,et al.  Exploring the Concept of Media Enjoyment: An Introduction to the Special Issue , 2004 .

[18]  Morgan Jennings,et al.  Theory and models for creating engaging and immersive ecommerce Websites , 2000, SIGCPR '00.

[19]  Paul A. Cairns,et al.  A grounded investigation of game immersion , 2004, CHI EA '04.

[20]  Randy J. Pagulayan,et al.  User-centered design in games , 2012 .

[21]  Daniel M. Johnson,et al.  Player-Centered Game Environments: Assessing Player Opinions, Experiences, and Issues , 2004, ICEC.

[22]  Heather Desurvire,et al.  Using heuristics to evaluate the playability of games , 2004, CHI EA '04.

[23]  François Pachet,et al.  When children reflect on their own playing style: experiments with continuator and children , 2004, CIE.

[24]  Bryan E. Denham Toward an Explication of Media Enjoyment: The Synergy of Social Norms, Viewing Situations, and Program Content , 2004 .

[25]  Arthur A. Raney Expanding Disposition Theory: Reconsidering Character Liking, Moral Evaluations, and Enjoyment , 2004 .

[26]  Marina Krcmar,et al.  Conceptualizing Media Enjoyment as Attitude: Implications for Mass Media Effects Research , 2004 .

[27]  Clifford A. Shaffer,et al.  Supporting creativity in problem solving environments , 2002, Creativity & Cognition.