Using a Research through Design approach, this research aims to utilize the criteria of Flow outlined by Csikszentmihályi in Flow: The Psychology of Optimal Experience (2014) and later adapted to videogames by Sweetser & Wyeth in GameFlow: a model for evaluating player enjoyment in games (2005) to improve the Tower Defense game Daidala by increasing players’ time spent in a state of Flow. This serves to provide future game designers with an example of how this model and these concepts can be applied when designing and developing a game. The research was conducted by exposing players to the game as it came out of development, collecting data from semi-structured interviews and utilizing said data to construct another iteration of the game with the goal of improving players’ experience by increasing the time spent in a Flow mental state. Lastly, this iteration was tested and the results were compared to the previous iteration to determine if the changes succeeded in extending the time players spent in a state of Flow. Our findings show that the GameFlow model by Sweetser & Wyeth (2005) is a powerful tool for game designers looking to improve the experience of the player base of their game through the informed use of Flow. The model provides a solid framework for collecting and evaluating data to guide the process of iteration towards increasing time spent by players in a state of Flow.
Identifer | oai:union.ndltd.org:UPSALLA1/oai:DiVA.org:uu-505789 |
Date | January 2023 |
Creators | Palleschi, Mario, Larsson, Isak |
Publisher | Uppsala universitet, Institutionen för speldesign |
Source Sets | DiVA Archive at Upsalla University |
Language | English |
Detected Language | English |
Type | Student thesis, info:eu-repo/semantics/bachelorThesis, text |
Format | application/pdf |
Rights | info:eu-repo/semantics/openAccess |
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