background preloader

The Origins of Flow

The Origins of Flow
As a reader of MP, there's a decent chance that you're already familiar with the concept of "flow" championed by positive psychologist Mihaly Csikszentmihalyi (pronounced like this, not this). If you aren't up to speed on it, fear not; I'll go into the details in just a moment. The notion is immensely popular among game designers and theorists, whether they want to leverage games' power to put us into a flow state to pursue social good, are using psychophysiological tools to quantify flow and keep players in it, or simply using it as the blueprint for good game design. But as much as the games community wants to take flow as its own, there's more to the story. I finally sat down and read Csikszentmihalyi's principal book on the topic, and the truth of the matter is that "flow" is much more than a gaming concept. The key realization, and the one Csikszentmihalyi is famous for, is that there's a sweet spot where challenge and skill are well-matched that he dubbed the "flow channel". Related:  Games

Flow theory This article or chapter is incomplete and its contents need further attention. Some information may be missing or may be wrong, spelling and grammar may have to be improved, use your judgment! 1 Definition Flow also called "Optimal experience" is a concept developed by Mihaly Csikszentmihalyi. "the holistic experience that people feel when they act with total involvement" (Csikszentmihalyi, 1975: 36) “… flow – the state in which people are so involved in an activity that nothing else seems to matter; the experience itself is so enjoyable that people will do it even at great cost, for the sheer sake of doing it.” Csikszentmihalyi (1975) originally identified four flow components: control; attention; curiosity; intrinsic interest. Csikszentmihalyi (1993: 178-9) defined eight dimensions of the flow experience: Here is an other, similar definition from David Farmer (1999), How does it feel to in "the flow" ? 2 Instruments to measure flow Sometimes, e.g. for internet experience research (e.g.

Welcome to Flow in Games Abstract | Introduction | Foundation | Design Flow in Games | Implement Flow in Games | Conclusion | Bibliography “TWENTY-THREE HUNDRED YEARS AGO Aristotle concluded that, more than anything else, men and women seek happiness...” - Mihaly Csikszentmihalyi (1990) Motivation In the last 30 years, as a form of entertainment, video games have evolved from confined arcade activities into a mature media. Video games have deeply infiltrated our daily life and our society. As if toys expanded every child’s imagination, modern videogames take advantage of a player's active involvement to open more possibilities than any other existing mediums. However, video games are still recognized by the majority, who do not play video games, as shallow and aggression-provoking materials. Due to the nature of marketing and business, making video games purely for non-gamers is too risky and impractical. The quality and the budget of typical commercial video games today can easily reach over 20 million dollars.

Flow (Psychologie) Der Psychologe Mihály Csíkszentmihályi definiert den Flow wie folgt: b. Die Tätigkeit hat ihre Zielsetzung bei sich selbst (sie ist autotelisch) a. Unsere Sorgen um uns selbst verschwinden. Flow kann als Zustand beschrieben werden, in dem Aufmerksamkeit, Motivation und die Umgebung in einer Art produktiven Harmonie zusammentreffen. Durch das Eintreten in eine solche Phase entsteht eine Selbst- und Zeitvergessenheit, da die Aufgabe ganze Aufmerksamkeit erfordert. Das Bemalen des Modellbootes geht wie von selbst. Einige Ergänzungen kommen teilweise aus der Gedächtnispsychologie, Sozialpsychologie, Motivationspsychologie und stellen letztendlich eine Art Informationsverarbeitungsansatz dar. Weshalb vergessen Menschen im Flow die Zeit? Eine Person, die nun weiß, „was“ und „wie“ sie etwas zu tun hat (Ziel- und Handlungsklarheit) und deren Fähigkeiten den Anforderungen der Tätigkeit gerecht werden, kann sich ganz auf das Ausführen der Tätigkeit einlassen, also in der Tätigkeit aufgehen.

Neurology of Gaming, Infographic « All Kinds of Minds As with most things, “gaming” (or being engaged in video games) has both positives and negatives when it comes to developing minds. Too much gaming, and the positive effects are overshadowed by the negative. Yet, the right balance can add another avenue for pursuing educational goals and achievement. As a result, more and more programs are using gaming to reach and teach students in ways they never could before. Therapy programs, schools, and even research scientists have all benefitted from the strategic use of games to increase successes. Below is an infographic from Online Universities looking at the brain on games. Image: Online University Like this: Like Loading...

Flow & Usability Dissertation « The Dreaming Game Designer This large post has the final version of my dissertation, be advised that the word count came in at 6585 words, it’s a long read but you should be able to just skip to the Further Issues & The Nature of Puzzles sections right at the end without losing out on too much content. The Challenge of Puzzle Solving in Games – Robert Farr Submitted in partial fulfilment of the requirements for the degree of BA in Creative Computer Games Design at Swansea Metropolitan University (Formerly Swansea Institute of Higher Education) Table of Contents Word Count 6585 Chapter 1: Introduction What is a game? In order to do the above it is first necessary to examine the definition of a game as this informs further discussion of the reasons for why adventure games have suffered recently. For simplicity we shall instead focus on a definition authored by game designer Greg Costikyan. What is a First Person Shooter? What is a Graphic Adventure Game? Chapter Summary Chapter 2: First Person Shooter Half-Life Far Cry 2

Flow Theory - Kay McMahon's research website Making Computer Games Is Easy « Meditations on First Gaming Phil Well, not really. Obviously the process of actually making a real game is laboriously difficult and beset with more problems than you could ever presuppose (which is sort of the point), so difficult that any project of any size will find it hard to ever estimate how long their game will take to make. If we are talking man hours to actual end content making games is ludicrously difficult. So maybe we can say finishing a game is hard, but actually making one? As in, getting out a tech demo/general proof of concept and letting it evolve? Now that, well that isn’t that hard. Mario is a paradigm we all understand, controls and rules we are familiar with, so where ever the game wants to pull off its quirk (Time Travel! But that’s the thing. My premier theory for Why All Games Are Shit ™ (Alternatively: Why Gaming Isn’t An Art-form ™ or Why All Mainstream Games Are The Same ™) is that to ever get to the position in any studio that gets its works published you’d already have to A. Like this:

Flow (psychology) Concentrating on a task is one aspect of flow. In positive psychology, flow, also known colloquially as being in the zone, is the mental state of operation in which a person performing an activity is fully immersed in a feeling of energized focus, full involvement, and enjoyment in the process of the activity. In essence, flow is characterized by complete absorption in what one does, and a resulting loss in one's sense of space and time. Flow shares many characteristics with hyperfocus. Just as with the conditions listed above, these conditions can be independent of one another. Ideas similar to flow have been recognized throughout history and across cultures. Flow theory postulates three conditions that have to be met to achieve a flow state: Schaffer (2013) proposed 7 flow conditions: Young child, painting a model If the operator is receiving data at too slow a rate, he is likely to become bored and attend to other irrelevant data. Flow may occur in challenging sports such as eventing.

Games Some Struggles Teachers Face Using Games in the Classroom Lack of time and administrative support are just some of the obstacles to using games in the classroom. Continue Reading The MindShift Guide to Digital Games and Learning The MindShift Guide to Digital Games and Learning explains key ideas in game-based learning, pedagogy, implementation, and assessment. Continue Reading How Digital Games Help Teachers Make Connections to Lessons and Students Teachers finding the most success are good at creatively connecting the game back to the curriculum, while allowing it to maintain the qualities of a good game. Continue Reading Video Games and the Future of the Textbook Curriculum designers are rethinking not only the textbook, but educational content delivery in general. Continue Reading Could Video Games Measure Skills That Tests Can’t Capture? Researchers are experimenting with playable tests capable of capturing learning in action. Continue Reading Screen Time That’s Valuable For Young Kids

Related: