Communications in Humanities Research

- The Open Access Proceedings Series for Conferences


Communications in Humanities Research

Vol. 5, 14 September 2023


Open Access | Article

The Impact of Flow State and Immersion in Video Games

Richard Feiyang Huang * 1
1 Haidian Kaiwen Academy

* Author to whom correspondence should be addressed.

Communications in Humanities Research, Vol. 5, 43-48
Published 14 September 2023. © 2023 The Author(s). Published by EWA Publishing
This article is an open access article distributed under the terms and conditions of the Creative Commons Attribution (CC BY) license, which permits unrestricted use, distribution, and reproduction in any medium, provided the original work is properly cited.
Citation Richard Feiyang Huang. The Impact of Flow State and Immersion in Video Games. CHR (2023) Vol. 5: 43-48. DOI: 10.54254/2753-7064/5/20230028.

Abstract

Flow is a psychological concept that is often used in the design of applications and video games. This concept means that the user will go into a state of unawareness, which scales depending on the level of flow that they are in. In video games, the developer can vary the way that players experience this state or change the group of people that the game is suited for. Players can also change the level of flow by making decisions that will make their gameplay later on either easier or harder. This paper will discuss three factors that determine how and who will be able to enter the flow state in different video games. These factors are general factors, game-decided factors, and player-decided factors. The conclusion after analysis is that these factors embedded in video games cause the player to have optimal experience, or flow state.

Keywords

flow, optimal experience, video games, players

References

1. Hoffman, Bobby, and Louis Nadelson. (2010). Motivational Engagement and Video Gaming: A Mixed Methods Study. Educational Technology Research and Development, vol. 58, no. 3, pp. 245–270. DOI: 10.1007/s11423-009-9134-9.

2. Chen, Jenova. (2007). Flow in Games. Communications of the ACM, vol. 50, no. 4, p. 31. DOI: 10.1145/1232743.1232769.

3. Reid, Gavin. (2012). Motivation in Video Games: A Literature Review. The Computer Games Journal, vol. 1, no. 2, pp. 70–81. DOI: 10.1007/bf03395967.

4. Soutter, Alistair Raymond Bryce, and Michael Hitchens. (2016). The Relationship between Character Identification and Flow State within Video Games. Computers in Human Behavior, vol. 55, pp. 1030–1038. DOI: 10.1016/j.chb.2015.11.012.

5. Zhang, Yongfa, et al. (2022). Influence of Competition-Outcome Feedback in Video Games on Players’ Flow Experience. Current Psychology, 10. DOI: 10.1007/s12144-022-02935-0.

6. Starks, Katryna. (2014). Cognitive Behavioral Game Design: A Unified Model for Designing Serious Games.” Frontiers in Psychology, vol. 5, no.28, pp. 1-10. DOI: 10.3389/fpsyg.2014.00028.

7. Csikszentmihalyi, Mihaly. (1990).Flow: The Psychology of Optimal Experience. Design Issues, vol. 8, no. 1, p. 80. DOI: 10.2307/1511458.

Data Availability

The datasets used and/or analyzed during the current study will be available from the authors upon reasonable request.

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Volume Title
Proceedings of the International Conference on Social Psychology and Humanity Studies
ISBN (Print)
978-1-83558-003-5
ISBN (Online)
978-1-83558-004-2
Published Date
14 September 2023
Series
Communications in Humanities Research
ISSN (Print)
2753-7064
ISSN (Online)
2753-7072
DOI
10.54254/2753-7064/5/20230028
Copyright
14 September 2023
Open Access
This article is an open access article distributed under the terms and conditions of the Creative Commons Attribution (CC BY) license, which permits unrestricted use, distribution, and reproduction in any medium, provided the original work is properly cited

Copyright © 2023 EWA Publishing. Unless Otherwise Stated