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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.
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Csikszentmihalyi, M. Flow: The Psychology of Optimal Experience. Harper Perennial, London, 1990.
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Debold, E. Flow with soul: An interview with Dr. Mihaly Csikszentmihalyi. What Is Enlightenment Magazine (Spring-Summer 2002); www.wie.org/j21/cziksz.asp.
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Holt, R. Examining Video Game Immersion as a Flow State. B.A. Thesis, Department of Psychology, Brock University, St. Catharines, Ontario, Canada, 2000.
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CITED BY 7
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Holger Schnädelbach , Stefan Rennick Egglestone , Stuart Reeves , Steve Benford , Brendan Walker , Michael Wright, Performing thrill: designing telemetry systems and spectator interfaces for amusement rides, Proceeding of the twenty-sixth annual SIGCHI conference on Human factors in computing systems, April 05-10, 2008, Florence, Italy
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Guillaume Chanel , Cyril Rebetez , Mireille Bétrancourt , Thierry Pun, Boredom, engagement and anxiety as indicators for adaptation to difficulty in games, Proceedings of the 12th international conference on Entertainment and media in the ubiquitous era, October 07-09, 2008, Tampere, Finland
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