Proceedings of the 2014 Conference on Interactive Entertainment 2014
DOI: 10.1145/2677758.2677770
|View full text |Cite
|
Sign up to set email alerts
|

Flow Theory, Evolution & Creativity

Help me understand this report

Search citation statements

Order By: Relevance

Paper Sections

Select...
1
1
1
1

Citation Types

0
3
0
1

Year Published

2015
2015
2023
2023

Publication Types

Select...
3
2
1

Relationship

0
6

Authors

Journals

citations
Cited by 10 publications
(4 citation statements)
references
References 18 publications
0
3
0
1
Order By: Relevance
“…Loads of research has dealt with the concept of flow [6,36], and how to balance challenge and skills so that games are engaging for certain target groups [5,11,12,24,32]. This research typically involves technology implementation, controlled studies experiments, and algorithm tweaking to get to the desired effect.…”
Section: Embodied Sketching As a Methodsmentioning
confidence: 99%
“…Loads of research has dealt with the concept of flow [6,36], and how to balance challenge and skills so that games are engaging for certain target groups [5,11,12,24,32]. This research typically involves technology implementation, controlled studies experiments, and algorithm tweaking to get to the desired effect.…”
Section: Embodied Sketching As a Methodsmentioning
confidence: 99%
“…Il processo viene avviato dalla consapevolezza dell'inadeguatezza delle risposte già in proprio possesso e, quindi, nella ricerca di un adeguamento al problema che ci si pone (Brownell, 1942). I serious games hanno il potenziale per migliorare le capacità di risoluzione dei problemi, completando un determinato livello di gioco, affrontando i problemi secondari e fronteggiando le sfide proposte all'interno del gioco stesso (Velikovsky, 2014). Molti games, infatti, essendo visti essenzialmente come risoluzione di diverse attività e criticità, addestrano la capacità di problem-solving in diversi campi (Hense & Mandl, 2012); • team working.…”
Section: Soft Skills a Scuola E Gamificationunclassified
“…Csikszentmihályi (1990) developed the concept of -flow‖ to mean -the state in which people are so involved in an activity that nothing else seems to matter; the experience itself is so enjoyable that people will do it even at great cost, for the sheer sake of doing it‖ (Csikszentmihályi, 1990). While this phenomenon was originally studied in leisure activities (Csikszentmihályi, 1975), studies have expanded to include a wide range of activities, including, but not limited to, research in education (Hamari et al, 2016;Egbert, 2004;Shernoff et al, 2003), work-related activities (Eisenberger et al, 2005;Fullagar and Della Fave, 2017;Fullagar and Kelloway, 2009;Ghani and Deshpande, 1994;Moneta, 2012;Salanova et al, 2006;Yan et al, 2013), and technology-facilitated environments such as video games, social media, and online learning (Peppler and Solomou, 2011;Velikovsky, 2014;Hamari et al, 2016).…”
Section: Individual Flowmentioning
confidence: 99%
“…More recently, researchers have continued to find evidence for the value of a flow-like state of engagement in everything from fiction writing (Paton, 2012), video games and transmedia (Velikovsky, 2014), and music education (Custodero, 2012). Hamari et al (2016) considered the effectiveness of two educational games through the lens of flow theory, and found that this deep engagement in the game derived from flow clearly improved learning, in particular the challenge aspect of the game, since an appropriate level of challenges is key to flow.…”
Section: Introductionmentioning
confidence: 99%