Proportion of variance explained of flow was 39% (F=8,621 df=92 p<0,01). Results show that students experience flow while programming (M=5,1 on the scale of 8). The research was conducted via online questionnaire and paper-pencil testing in March and April of 2011. The aim of this study was to explore whether students of “Faculty of Electrical Engineering and Computing” (FEEC), Zagreb, Croatia, experience flow while engaged in computer programming and related study fields, and which variables contribute to experiencing flow. The more time students spend in the state of flow, the better quality of their experiences: they experience a higher level of concentration, creativity and positive emotions (Nakamura & Csikszentmihalyi, 2002). Many researches showed correlation between flow, on one side, and positive experiences and well-being on the other side. We believe this approach enhances our understanding of a player's interaction with a game and provides useful insights for games' researchers seeking to devise mechanisms to adapt game-play to individual players.įlow or optimal experience is a concept connected with intrinsic motivation which has been explored in the past 30 years. We begin by framing that relationship within Cowley's user-system-experience (USE) model, and expand this into an information systems framework, which enables a practical mapping of flow onto game-play. The relationship between player and game, characterized by learning and enjoyment, is central to our analysis. In this article we propose a practical, integrated approach for analysis of the mechanics and aesthetics of game-play, which helps develop deeper insights into the capacity for flow within games. Previous research has attempted this translation through analogy. Nevertheless, it's not immediately obvious how to translate between the flow construct and an operative description of game-play. Flow is a well-established construct for examining experience in any setting and its application to game-play is intuitive. In the domain of computer games, research into the interaction between player and game has centred on 'enjoyment', often drawing in particular on optimal experience research and Csikszentmihalyi's 'Flow theory'.
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