Starting out as a minor form of amusement, the game industry has become one of the most lucrative andsuccessful in the entertainment business competing against giants such as television, movies and music.As the internal competition within the developer community grows companies work hard at discoveringnew ways to attract and keep customers. By having a playcentric approach focusing on user experiencethey hope to achieve that goal. This thesis describes the process of designing a game with focus on theplayer. We apply the concept of flow on game development and investigate through research throughdesign if we are able to create a game that keeps the player in flow. Play tests showed several elements such as control issues and too difficult challenges early in the game,affecting the possibility for players to experience flow while playing. These negative factors came to becalled flowleakers. In the end, based on our play tests, we were able to conclude that we achieved ourgoal of making a game that generated flow.
Identifer | oai:union.ndltd.org:UPSALLA1/oai:DiVA.org:sh-16587 |
Date | January 2012 |
Creators | Bohlin, Felix, Persson, Niklas, Wallin, Daniel |
Publisher | Södertörns högskola, Institutionen för kommunikation, medier och it, Södertörns högskola, Institutionen för kommunikation, medier och it, Södertörns högskola, Institutionen för kommunikation, medier och it |
Source Sets | DiVA Archive at Upsalla University |
Language | Swedish |
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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