skip to main content
10.1145/2382176.2382187acmconferencesArticle/Chapter ViewAbstractPublication PagesmexihcConference Proceedingsconference-collections
research-article

Familiarity of challenges and optimal experience in movement interaction games

Published:03 October 2012Publication History

ABSTRACT

This paper reports on a project that is investigating the way challenge affects optimal experience or flow in movement interaction games.

There are three important conditions to promote an optimal experience: a balance between the player's level of skill and the challenges that she/he has to face, goals that are clear and compatible and immediate feedback on the gaming session. The challenge-skills balance has been considered as the most important condition. It has also been proposed that the challenges of the game are composite in the sense that they can include cognitive, physical and affective factors. However, one key question that remains to be addressed is: what makes a challenge suitable? This paper addresses this question by investigating the role that familiarity plays when players consider how suitable a challenge is, and therefore how good a game is. This investigation is performed in an empirical way. A prototype of a movement interaction game is employed to compare familiar with unfamiliar challenges and also to investigate the effect that motivating an unfamiliar challenge has in its acceptance by players.

References

  1. P. Sweetser and P. Wyeth. 2005. GameFlow: a model for evaluating player enjoyment in games. Computers in Entertainment. Google ScholarGoogle ScholarDigital LibraryDigital Library
  2. Romero, P., & Calvillo-Gamez. 2011. E. H. Towards an embodied view of flow. 2nd Workshop on User Models for Motivational Systems: The affective and the rational routes to persuasion (UMMS 2011), Girona, Spain.Google ScholarGoogle Scholar
  3. Hua Quin, Pei-Luen Patrick Rau & Gavriel Salvendy. 2009. Measuring Player Immersion in the Computer Game Narrative, International Journal of Human-Computer Interaction, 25:2, 107--133.Google ScholarGoogle ScholarCross RefCross Ref
  4. Csikszentmihalyi, M.; Abuhamdeh, S. & Nakamura, J. "Flow", in Elliot, A., Handbook of Competence and Motivation, New York: The Guilford Press (2005), 598--698.Google ScholarGoogle Scholar
  5. Csikszentmihalyi, M. Flow: The Psychology of Optimal Experience, New York: Harpers Perennial (1990).Google ScholarGoogle Scholar
  6. Massimini, F. and M. Carli. 1988. The Systematic Assessment of Flow in Daily Experience, in Csikszentmihalyi, M. and Csikszentmihalyi, I. S. (Eds.), Optimal Experience: Psychological Studies of Flow in Consciousness, New York: Cambridge University Press, 266--287.Google ScholarGoogle Scholar
  7. Mihaly Csikszentmihalyi, Joel M. Hektner, Jennifer A. Schmidt. 2006 Experience Sampling Method: Measuring the Quality of Everyday Life, SAGE.Google ScholarGoogle Scholar

Index Terms

  1. Familiarity of challenges and optimal experience in movement interaction games

    Recommendations

    Comments

    Login options

    Check if you have access through your login credentials or your institution to get full access on this article.

    Sign in
    • Published in

      cover image ACM Conferences
      MexIHC '12: Proceedings of the 4th Mexican Conference on Human-Computer Interaction
      October 2012
      76 pages
      ISBN:9781450316590
      DOI:10.1145/2382176
      • Conference Chair:
      • Sergio Zepeda

      Copyright © 2012 ACM

      Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

      Publisher

      Association for Computing Machinery

      New York, NY, United States

      Publication History

      • Published: 3 October 2012

      Permissions

      Request permissions about this article.

      Request Permissions

      Check for updates

      Qualifiers

      • research-article

      Acceptance Rates

      Overall Acceptance Rate20of40submissions,50%

    PDF Format

    View or Download as a PDF file.

    PDF

    eReader

    View online with eReader.

    eReader