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Flow in games (and everything else)
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Communications of the ACM archive
Volume 50 ,  Issue 4  (April 2007) table of contents
COLUMN: Viewpoint table of contents
Pages: 31 - 34  
Year of Publication: 2007
ISSN:0001-0782
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Publisher
ACM  New York, NY, USA
Bibliometrics
Downloads (6 Weeks): 56,   Downloads (12 Months): 449,   Citation Count: 7
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ABSTRACT

A well-designed game transports its players to their personal Flow Zones, delivering genuine feelings of pleasure and happiness.


REFERENCES

Note: OCR errors may be found in this Reference List extracted from the full text article. ACM has opted to expose the complete List rather than only correct and linked references.

 
1
Csikszentmihalyi, M. Flow: The Psychology of Optimal Experience. Harper Perennial, London, 1990.
 
2
Debold, E. Flow with soul: An interview with Dr. Mihaly Csikszentmihalyi. What Is Enlightenment Magazine (Spring-Summer 2002); www.wie.org/j21/cziksz.asp.
 
3
Holt, R. Examining Video Game Immersion as a Flow State. B.A. Thesis, Department of Psychology, Brock University, St. Catharines, Ontario, Canada, 2000.
4

CITED BY  7