Flow and Immersion in First-Person Shooters: Measuring the player’s gameplay experience
| Document type: | Conference Papers |
|---|---|
| Peer reviewed: | Yes |
| Full text: | |
| Author(s): | Lennart Nacke, Craig Lindley |
| Title: | Flow and Immersion in First-Person Shooters: Measuring the player’s gameplay experience |
| Translated title: | Flow and Immersion in First-Person Shooters: Measuring the player’s gameplay experience |
| Conference name: | Future Play |
| Year: | 2008 |
| Pagination: | 81-88 |
| ISBN: | 978-1-60558-218-4 |
| Publisher: | ACM |
| City: | New York, NY, USA |
| URI/DOI: | 10.1145/1496984.1496998 |
| Organization: | Blekinge Institute of Technology |
| Department: | School of Engineering - Dept. of Interaction and System Design (Sektionen för teknik – adv. för interaktion och systemdesign) School of Engineering S- 372 25 Ronneby +46 455 38 50 00 http://www.tek.bth.se/ |
| Authors e-mail: | Lennart.Nacke@acm.org, Craig.Lindley@bth.se |
| Language: | English |
| 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. |
| Subject: | Digital Game Development\General Psychology\General Human Work Science\Human Computer Interaction |
| Keywords: | Game design, flow, immersion, gameplay, experience, psychophysiology, ux, usability, boredom, design, geq, measures, playability, player, quantitative, reliability, self-report study |
| Note: | Proceedings of the ACM Future Play conference. http://www.futureplay.org http://portal.acm.org/browse_dl.cfm?linked=1&part=series&idx=SERIES11563&coll=portal&dl=ACM&CFID=18136430&CFTOKEN=67855232 |












