Contextualizing Flow in Games


Salisbury John Tomlinson Penda
2014 DiGRA '14 - Proceedings of the 2014 DiGRA International Conference

Flow, the concept developed by Mihaly Csikszentmihalyi over the last forty years or so (see Csikszentmihalyi 1975) has been invoked quite often with respect to the way players engage with digital games (e.g. Baron 2012; Cowley et al. 2008; Sweetser and Wyeth 2005; Brathwaite & Schreiber, 2009; Fullerton, Swain, & Hoffman, 2008; Schell, 2008). However Kubey & Csikszentmihalyi (2002) argue that ‘video games’ are in fact likely to promote undesirable experiences of a kind Csikszentmihalyi refers to as ‘entropy’ or unstructured and unsatisfying life experiences. This presentation explores Csikszentmihalyi’s greater thesis and examines how a broader reading of Flow theory can potentially help us understand Flow like engagements beyond the simple mechanistic view of challenge and reward sometimes encountered in the literature. The main thrust of the argument made here is to explicitly introduce personally expressed cultural values into the conditions of Flow. By doing so we can then provide a value centric analysis and design approach, similar to that of Cockton’s (2004; 2012) proposal to include values into general software design. That is the very nature of challenges and rewards needs to be considered in order to investigate how overcoming or receiving such would be positively or negatively perceived by individuals from particular cultures holding particular values. Thus we hope that we have dealt with the apparent contradiction in using Csikszentmihalyi’s concept in the study of games despite his criticism of such, and have provided some indication of how we can deal with unspecified rewards and the differential perception and engagement with potentially equivalent challenges while still supporting the accepted thesis of Flow.

 

Puzzle Is Not a Game! Basic Structures of Challenge


Karhulahti Veli-Matti
2014 DiGRA '13 - Proceedings of the 2013 DiGRA International Conference: DeFragging Game Studies

By analyzing ontological differences between two contested concepts, the puzzle and the game, the paper aims at constructing a structural framework for understanding the videogame and its challenges. The framework is built on three basic challenge structures: the puzzle, the strategic challenge, and the kinesthetic challenge. The argument is that, unlike the latter two, the puzzle cannot constitute a game.

 

Formalizing casual games: A study based on game designers’ professional knowledge


Chiapello Laureline
2014 DiGRA '13 - Proceedings of the 2013 DiGRA International Conference: DeFragging Game Studies

While the casual game market is expanding, there are increasingly few research projects and explorations about the definition of this game style. Existing definitions are contradictory and some areas, like casual game design practice, remain under-explored. Using game designers’ professional knowledge, this study aims to provide a new understanding and perspective towards definitions of casual games. Results contradict previous studies that have advocated for a radical shift in casual game design values. Outcomes indicate that certain traditional concepts like challenge are still valuable in understanding casual games. The discussion illustrates how different traditional concepts fit with the casual game trend and how some recent assertions about casual game definitions might be deceptive for game designers.

 

Challenge Balance and Diversity: Playing The Sims and The Sims 2


Iversen Sara Mosberg
2005 DiGRA '05 - Proceedings of the 2005 DiGRA International Conference: Changing Views: Worlds in Play

How can we begin to empirically analyse computer games as dynamic systems that seek to motivate and facilitate meaningful and pleasurable player activity? This paper suggests that the concept of ‘challenge’ offers a promising starting point for such inquiries. First the notion of challenge will be briefly introduced. Then the The Sims and The Sims 2 will be analysed and compared with regards to their challenges in order to highlight some of their distinct characteristics as games and to identify some of their differences. These games are interesting in terms of challenge because they, according to a narrow definition of games, are borderline games due to their lack of clear overall goals and a winning condition. Still, challenge seems to offer a fruitful frame of understanding, thus showing promise as a foundation for an extended definition of games.