GameFlow 2020: 15 Years of a Model of Player Enjoyment

P. Sweetser
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引用次数: 7

Abstract

The original GameFlow model was first published in 2005 and in the last 15 years it has seen thousands of citations and hundreds of applications to designing and evaluating games and gameful experiences. Previous work has sought to test and validate the model by applying it to different game experiences to further understand those experiences and to expose any weaknesses of the model. In this paper, we survey over 200 applications of GameFlow over the last 15 years, to understand how, where, and why the model has been applied. We found that the model has been applied to a diverse set of experiences, domains, platforms, audiences, and used in a variety of ways. This work lays the foundations for targeting the next version of the GameFlow model towards the most valuable and appropriate applications and to define how it fits within the broader landscape of player experience tools.
GameFlow 2020: 15年的玩家享受模式
最初的GameFlow模型于2005年首次发布,在过去的15年里,它已经被成千上万的引用和应用于设计和评估游戏和游戏体验。之前的工作是通过将其应用于不同的游戏体验来测试和验证该模型,从而进一步理解这些体验并暴露该模型的任何弱点。在本文中,我们调查了过去15年中超过200种GameFlow应用,以了解如何,在何处以及为什么应用该模型。我们发现,该模型已被应用于各种体验、领域、平台、受众,并以各种方式使用。这项工作为下一个版本的GameFlow模型的目标奠定了基础,使其面向最有价值和最合适的应用,并定义它如何适应更广泛的玩家体验工具。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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