Evaluating GameFlow in a Multiplayer Online Strategy Game Under Development

dc.contributor.authorSweetser Kyburz, Penny
dc.contributor.authorJohnson, Daniel
dc.contributor.authorKyburz, Jay
dc.date.accessioned2020-02-24T03:44:29Z
dc.date.issued2020-02
dc.description.abstractGameFlow is a widely used model of player enjoyment, with hundreds of applications to designing and evaluating games and game-like experiences since its first publication. Derived from a general set of heuristics for creating enjoyable player experiences, GameFlow strives to be a general model of player enjoyment, applicable to all game genres and platforms. However, research so far has been focused on the single-player experience and GameFlow elements such as Challenge and Control can vary considerably in a group situation. Therefore, it is also important to test the GameFlow model’s applicability to multiplayer games. In this article, we report the findings of a study that applies the GameFlow model to a multiplayer online strategy game under development. Expert reviews, using the GameFlow criteria, were conducted by 12 stakeholders (developer, players, researchers, and journalists) in the game Neptune’s Pride 2: Triton. We reflect on lessons learned about evaluating a multiplayer game under development, as well as several key points of improvement for future versions of the GameFlow model and criteria.en_AU
dc.format.mimetypeapplication/pdfen_AU
dc.identifier.isbn9781450376976en_AU
dc.identifier.urihttp://hdl.handle.net/1885/201850
dc.language.isoen_AUen_AU
dc.publisherACMen_AU
dc.rights© 2019 Copyright is held by the owner/author(s)en_AU
dc.rights.licensePermission 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 the author(s) 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 permissions@acm.org.en_AU
dc.subjectGameFlow, flow, videogames, player experience, multiplayer, social interaction, immersionen_AU
dc.titleEvaluating GameFlow in a Multiplayer Online Strategy Game Under Developmenten_AU
dc.typeConference paperen_AU
local.bibliographicCitation.lastpage10en_AU
local.bibliographicCitation.startpage1en_AU
local.contributor.affiliationSweetser Kyburz, P., College of Engineering and Computer Science, The Australian National Universityen_AU
local.contributor.authoruidu1027166en_AU
local.description.embargo2037-12-31
local.identifier.doi10.1145/3373017.3373068en_AU
local.publisher.urlhttps://dl.acm.org/en_AU
local.type.statusPublished Versionen_AU

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