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Criminal cities and enchanted forests: a user-centred assessment of the applicability of the Pervasive GameFlow model

Published: 15 September 2010 Publication History

Abstract

In this paper, we reflect on the opportunities and limitations of using the Pervasive GameFlow (PGF) model for evaluating player experience in pervasive games. In particular, we critically assess its applicability to pervasive games that are not technology-based. This assessment results from a review of two pervasive outdoor group games by means of the PGF model. While the first game (i.e. The Target) involves the use of digital technology, the latter (i.e. Magic Spell) does not. In order to produce an in-depth review, we observed groups during game play and we assessed players' experiences by means of a questionnaire.

References

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Csikszentmihalyi, M. (1990). Flow: The psychology of optimal experience. New York: Harper Perennial.
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Jegers, K. (2007). Pervasive game flow: understanding player enjoyment in pervasive gaming. ACM Computers in Entertainment, 5(1), 9:1--11.
[3]
Jegers, K. (2007). Pervasive GameFlow: A validated model of player enjoyment in pervasive gaming. In C. Magerkurth & C. Rö�cker (Eds.): Concepts and technologies for pervasive games: A reader for pervasive gaming research vol. 1. (pp. 91--126). Aachen, Germany: Shaker Verlag.
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Jegers, K. (2009). Pervasive GameFlow: Identifying and exploring the mechanisms of player enjoyment in pervasive games (PhD Diss, Ume� University), retrieved from DIVA portal: http://www.divaportal.org/smash/get/diva2:212510/FULLTEXT01
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Jegers, K. (2009). Elaborating eight elements of fun: Supporting design of pervasive player enjoyment. ACM Computers in Entertainment, 7 (2), 25:1--22.
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Lazarro (2004). Why we play games: Four keys to more emotion without story. Retrieved from Xeodesign website: http://www.xeodesign.com/whyweplaygames/xeodesign_whyweplaygames.pdf.
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Magic Spell (aka Betovering, De) (2005). Brussels, Belgium: Windbag.
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Montola, M. (2005). Exploring the edge of the magic circle: Defining pervasive games. DAC 2005 conference, IT University of Copenhagen.
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Montola, M., Stenros, J., & Waern, A. (2009). Pervasive games: Theory and design. Burlington, MA: Morgan Kaufman Publishers.
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Nieuwdorp, E. (2007). The pervasive discourse: An analysis. ACM Computers in Entertainment, 5 (2), 13:1--17.
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Sweetser, P., & Wyeth, P. (2005). GameFlow: A model for evaluating player enjoyment in games. ACM Computers in Entertainment, 3(3), 1--24.
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Target, The (2007). Ghent, Belgium: La Mosca.

Cited By

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  • (2024)GameFlow Affordances: Towards a Tool for Designing Gameful ExperiencesExtended Abstracts of the 2024 CHI Conference on Human Factors in Computing Systems10.1145/3613905.3650887(1-7)Online publication date: 11-May-2024
  • (2023)Improving Adherence to Physical Therapy in the Development of Serious Games: Conceptual Framework Design StudyJMIR Formative Research10.2196/398387(e39838)Online publication date: 10-Nov-2023
  • (2020)GameFlow 2020: 15 Years of a Model of Player EnjoymentProceedings of the 32nd Australian Conference on Human-Computer Interaction10.1145/3441000.3441048(705-711)Online publication date: 2-Dec-2020
  • Show More Cited By

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  1. Criminal cities and enchanted forests: a user-centred assessment of the applicability of the Pervasive GameFlow model

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    cover image ACM Other conferences
    Fun and Games '10: Proceedings of the 3rd International Conference on Fun and Games
    September 2010
    170 pages
    ISBN:9781605589077
    DOI:10.1145/1823818
    Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

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    Published: 15 September 2010

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    Author Tags

    1. case studies
    2. group play
    3. outdoor games
    4. pervasive games
    5. player experience

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    Fun and Games '10: Fun and Games 2010
    September 15 - 17, 2010
    Leuven, Belgium

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    View all
    • (2024)GameFlow Affordances: Towards a Tool for Designing Gameful ExperiencesExtended Abstracts of the 2024 CHI Conference on Human Factors in Computing Systems10.1145/3613905.3650887(1-7)Online publication date: 11-May-2024
    • (2023)Improving Adherence to Physical Therapy in the Development of Serious Games: Conceptual Framework Design StudyJMIR Formative Research10.2196/398387(e39838)Online publication date: 10-Nov-2023
    • (2020)GameFlow 2020: 15 Years of a Model of Player EnjoymentProceedings of the 32nd Australian Conference on Human-Computer Interaction10.1145/3441000.3441048(705-711)Online publication date: 2-Dec-2020
    • (2019)What are we talking about when we talk about location-based games evaluation?Proceedings of the 18th Brazilian Symposium on Human Factors in Computing Systems10.1145/3357155.3358449(1-13)Online publication date: 22-Oct-2019
    • (2017)GameFlow in Different Game Genres and PlatformsComputers in Entertainment 10.1145/303478015:3(1-24)Online publication date: 4-Apr-2017
    • (2012)GameFlow heuristics for designing and evaluating real-time strategy gamesProceedings of The 8th Australasian Conference on Interactive Entertainment: Playing the System10.1145/2336727.2336728(1-10)Online publication date: 21-Jul-2012

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