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In the Zone: Applying Three-Step Method to Introduce Flow State - Literature review Example

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This paper will analyze why this three-step model is effective at introducing readers to flow state, the variations in the implementation of this model across several papers, and how the purpose of a paper is easily linked to flow state in this model through four academic papers…
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In the Zone: Applying Three-Step Method to Introduce Flow State
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Download file to see previous pages After much study, Csikszentmihalyi determined that there were eight main factors that comprised a flow state: an achievable goal, concentration, clear goals, immediate feedback, a sense of control, deep but effortless involvement, lack of self-concern, and the experience of time dilation. In addition, accomplishing the goal must have an element of challenge well-matched to the person’s skills. When all of these elements are present together, people lose their sense of self in this period of deep concentration and re-emerge from it with a stronger sense of self and deeper satisfaction in life.
Game designers are particularly interested in this flow state, as it’s the reason why people find playing video games to be so rewarding. However, game design is a broad, interdisciplinary field involving artists, programmers, and researchers. As a result, when discussing flow theory to other people within the industry, it’s often necessary to introduce the concept from scratch. This is especially prominent in academic journals, where people outside the game industry read the articles, often having no experience with flow theory whatsoever. These introductions to flow theory often share a common three-step method: establishing the credibility of flow theory; introducing the components of flow state; and relating flow state to their work.
This paper will analyze why this three-step model is effective at introducing readers to flow state, the variations in the implementation of this model across several papers, and how the purpose of a paper is easily linked to flow state in this model through four academic papers: GameFlow: A Model for Evaluating Player Enjoyment in Games, by Penelope Sweetser and Peta Wyeth; Digital game-based learning: Towards an experiential gaming model, by Kristian Kiili; A person–artifact–task (PAT) model of flow antecedents in computer-mediated environments, by Christina M. Finneran and Ping Zhang, and The concept of flow in collaborative game-based learning, by Wilfried Admiraal, Jantina Huizenga, Sanne Akkerman, and Geert ten Dan. ...Download file to see next pagesRead More
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