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Flow and immersion in first-person shooters: measuring the player's gameplay experience

Published:03 November 2008Publication History

ABSTRACT

Researching experiential phenomena is a challenging undertaking, given the sheer variety of experiences that are described by gamers and missing a formal taxonomy: flow, immersion, boredom, excitement, challenge, and fun. These informal terms require scientific explanation, which amounts to providing measurable criteria for different experiential states. This paper reports the results of an experimental psychophysiological study investigating different traits of gameplay experience using subjective and objective measures. Participants played three Half-Life 2 game modifications while being measured with electroencephalography, electrocardiography, electromyography, galvanic skin response and eye tracking equipment. In addition, questionnaire responses were collected after each play session. A level designed for combat-oriented flow experience demonstrated measurable high-arousal positive affect emotions. The positive correlation between subjective and objective indicators of gameplay experience shows the great potential of the method presented here for providing real-time emotional profiles of gameplay that may be correlated with self-reported subjective descriptions.

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  1. Flow and immersion in first-person shooters: measuring the player's gameplay experience

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        John M. Artz

        Flow is a psychological construct that attempts to describe and explain optimal experience, commonly referred to as well-being or happiness. In simple terms, the more flow experiences one has, the greater his or her sense of well-being. Most people who are familiar with this concept and who have played video games would report anecdotally that video game playing is a flow experience. However, research requires much more than anecdotal reporting. It requires objective testing, and this is what the paper is about. Nacke and Lindley attempt to use psychophysiological measurements as a means of objectively measuring the subjective game-playing experience. For example, they use galvanic skin response that measures changes in skin dampness and facial electromyography that measures facial muscle contractions, among others. They use a questionnaire to gather subjective experiences and correlate those results with the objective measures. The study also looks at other subjective states, such as immersion and boredom. The significance of this study is that it provides an objective and measurable basis for reporting on game-playing experience. This in turn provides feedback for game designers. Game designers may focus on entertainment, education, skill development, product awareness, or any number of other diverse goals; this study lays important groundwork for measuring the quality of those designs. Online Computing Reviews Service

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          cover image ACM Other conferences
          Future Play '08: Proceedings of the 2008 Conference on Future Play: Research, Play, Share
          November 2008
          297 pages
          ISBN:9781605582184
          DOI:10.1145/1496984

          Copyright © 2008 ACM

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          Publication History

          • Published: 3 November 2008

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