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Dungeon flow: Player experiences of ...
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Thames, Ryan.
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Dungeon flow: Player experiences of flow in "World of Warcraft".
Record Type:
Language materials, printed : Monograph/item
Title/Author:
Dungeon flow: Player experiences of flow in "World of Warcraft"./
Author:
Thames, Ryan.
Description:
140 p.
Notes:
Source: Masters Abstracts International, Volume: 49-01, page: 0029.
Contained By:
Masters Abstracts International49-01.
Subject:
Multimedia Communications. -
Online resource:
http://pqdd.sinica.edu.tw/twdaoapp/servlet/advanced?query=1481281
ISBN:
9781124228679
Dungeon flow: Player experiences of flow in "World of Warcraft".
Thames, Ryan.
Dungeon flow: Player experiences of flow in "World of Warcraft".
- 140 p.
Source: Masters Abstracts International, Volume: 49-01, page: 0029.
Thesis (M.A.)--Wake Forest University, 2010.
This study sought to explore player experiences of flow in the Massively Multiplayer Online Game (MMO) World of Warcraft. Data from personal interviews, conducted after one-hour play sessions, was compared to Csikszentmihalyi's proposed elements of flow to determine in what segments of the game each participant experienced flow, if any. Recordings from the play sessions were then analyzed to determine what messages coincided with these flow segments. Results suggested that 2 of the 5 participants experienced a flow state, with 3 flow segments identified overall. All three of the flow segments identified happened while participants were playing in "dungeons" within the game, and common messages within these segments were proposed. The study ultimately yielded many implications for future research regarding flow and video games.
ISBN: 9781124228679Subjects--Topical Terms:
1057801
Multimedia Communications.
Dungeon flow: Player experiences of flow in "World of Warcraft".
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140 p.
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Source: Masters Abstracts International, Volume: 49-01, page: 0029.
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Adviser: Michael David Hazen.
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This study sought to explore player experiences of flow in the Massively Multiplayer Online Game (MMO) World of Warcraft. Data from personal interviews, conducted after one-hour play sessions, was compared to Csikszentmihalyi's proposed elements of flow to determine in what segments of the game each participant experienced flow, if any. Recordings from the play sessions were then analyzed to determine what messages coincided with these flow segments. Results suggested that 2 of the 5 participants experienced a flow state, with 3 flow segments identified overall. All three of the flow segments identified happened while participants were playing in "dungeons" within the game, and common messages within these segments were proposed. The study ultimately yielded many implications for future research regarding flow and video games.
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http://pqdd.sinica.edu.tw/twdaoapp/servlet/advanced?query=1481281
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