Exploring the Player Flow Experience in E-Game Playing

被引:12
|
作者
Hsu, Chin-Lung [1 ]
机构
[1] Da Yeh Univ, Informat Management, Changhua, Taiwan
关键词
Electronic Game; Entertainment Technology; Flow Theory; Players; Proposal Model;
D O I
10.4018/jthi.2010040104
中图分类号
G25 [图书馆学、图书馆事业]; G35 [情报学、情报工作];
学科分类号
1205 ; 120501 ;
摘要
Flow theory has been widely applied in the context of information technology and is useful in understanding users' behavior; however, few studies empirically examine what factors influence players' flow, and what the facets and consequences of flow are in the context of electronic games (e-games). In this study, the author reviews previous flow-related literature to develop the proposed model to explore these research questions. The proposed model is empirically evaluated using survey data collected from 277 users responding about their perception of e-game. Results of this empirical study show that perceived ease of use, immediate feedback, skill and challenge are antecedents of flow, while enjoyment is the most salient facet of flow. The results provide further insights into e-game design and development.
引用
收藏
页码:47 / 64
页数:18
相关论文
共 50 条
  • [1] Language-driven development of videogames:: The (e-Game) experience
    Moreno-Ger, Pablo
    Martinez-Ortiz, Ivan
    Sierra, Jose Luis
    Fernandez-Manjon, Baltasar
    [J]. ENTERTAINMENT COMPUTING - ICEC 2006, 2006, 4161 : 153 - 164
  • [2] MOBILIZING E-GAME CALLED BIOLCHIS
    Aparicio-Martinez, P.
    Perea-Moreno, A. J.
    de la Cruz-Lovera, C.
    Martinez-Jimenez, M. P.
    Vaquero-Abellan, M.
    [J]. 10TH INTERNATIONAL CONFERENCE OF EDUCATION, RESEARCH AND INNOVATION (ICERI2017), 2017, : 2258 - 2265
  • [3] 手机e-game小巧思
    许宏全
    [J]. 大众科技, 2002, (01) : 94 - 97
  • [4] USERS' EXPERIENCE IN ROLE-PLAYING GAME: MEASURING THE PLAYER'S GAMEPLAY EXPERIENCE
    Ahmad, Ibrahim
    Jaafar, Azizah
    Iskandar, Mohd Fairuz
    Makina, Tarisa
    [J]. JURNAL TEKNOLOGI, 2015, 77 (19): : 45 - 48
  • [5] E-GAME VISUAL ACUITY TEST FOR PRESCHOOL CHILDREN
    MCCRARY, JA
    [J]. JOURNAL OF THE AMERICAN MEDICAL ASSOCIATION, 1969, 208 (07): : 1195 - &
  • [6] "A Game that Makes You Question ..." Exploring the Role of Reflection for the Player Experience
    Mekler, Elisa D.
    Iacovides, Ioanna
    Bopp, Julia Ayumi
    [J]. PROCEEDINGS OF THE 2018 ANNUAL SYMPOSIUM ON COMPUTER-HUMAN INTERACTION IN PLAY (CHI PLAY 2018), 2018, : 315 - 327
  • [7] How to Present Game Difficulty Choices? Exploring the Impact on Player Experience
    Smeddinck, Jan D.
    Mandryk, Regan L.
    Birk, Max V.
    Gerling, Kathrin M.
    Barsilowski, Dietrich
    Malaka, Rainer
    [J]. 34TH ANNUAL CHI CONFERENCE ON HUMAN FACTORS IN COMPUTING SYSTEMS, CHI 2016, 2016, : 5595 - 5607
  • [8] E-game in Healthcare: As an E-intervention to Promote Public Health
    Karami, Mahtab
    Hafizi, Nasrin
    [J]. IRANIAN JOURNAL OF PUBLIC HEALTH, 2016, 45 (12) : 1662 - 1664
  • [9] The effect of flow experience on player loyalty in mobile game application
    Su, Yu-Shan
    Chiang, Wei-Lun
    Lee, Chin-Tarn James
    Chang, Han-Chao
    [J]. COMPUTERS IN HUMAN BEHAVIOR, 2016, 63 : 240 - 248
  • [10] Physiological correlates of the flow experience during computer game playing
    Harmat, Laszlo
    de Manzano, Orjan
    Theorell, Tores
    Hogman, Lennart
    Fischer, Hakan
    Ullen, Fredrik
    [J]. INTERNATIONAL JOURNAL OF PSYCHOPHYSIOLOGY, 2015, 97 (01) : 1 - 7