Evaluations of an Experiential Gaming Model

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dc.contributor.author Kiili, Kristian
dc.date.accessioned 2009-06-02T11:16:40Z
dc.date.available 2009-06-02T11:16:40Z
dc.date.issued 2006
dc.identifier.citation Kiili, K. (2006). Evaluations of an Experiential Gaming Model. Human Technology, Volume 2 (2), pp. 187-201. URN:NBN:fi:jyu-2006518. Retrieved from http://www.humantechnology.jyu.fi
dc.identifier.issn 1795-6889
dc.identifier.uri http://hdl.handle.net/123456789/20195
dc.description.abstract This paper examines the experiences of players of a problem-solving game. The main purpose of the paper is to validate the flow antecedents included in an experiential gaming model and to study their influence on the flow experience. Additionally, the study aims to operationalize the flow construct in a game context and to start a scale development process for assessing the experience of flow in game settings. Results indicated that the flow antecedents studied—challenges matched to a player’s skill level, clear goals, unambiguous feedback, a sense of control, and playability—should be considered in game design because they contribute to the flow experience. Furthermore, the indicators of the actual flow experience were distinguished. en
dc.language.iso eng
dc.publisher University of Jyväskylä, Agora Center
dc.relation.ispartofseries Human Technology: An Interdisciplinary Journal on Humans in ICT Environments
dc.relation.uri http://www.humantechnology.jyu.fi
dc.rights © 2006 Kristian Kiili and the Agora Center, University of Jyväskylä
dc.subject.other flow experience en
dc.subject.other educational games en
dc.subject.other game design en
dc.subject.other engagement en
dc.title Evaluations of an Experiential Gaming Model
dc.type Article
dc.identifier.urn URN:NBN:fi:jyu-2006518

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