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Fiero and Flow in Online Competitive Gaming: The Gaming Engagement Framework

Fiero and Flow in Online Competitive Gaming: The Gaming Engagement Framework

Copyright: © 2020 |Volume: 12 |Issue: 1 |Pages: 15
ISSN: 1942-3888|EISSN: 1942-3896|EISBN13: 9781799806134|DOI: 10.4018/IJGCMS.2020010102
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MLA

Andrews, Sharon, et al. "Fiero and Flow in Online Competitive Gaming: The Gaming Engagement Framework." IJGCMS vol.12, no.1 2020: pp.28-42. http://doi.org/10.4018/IJGCMS.2020010102

APA

Andrews, S., Bradbury, R. E., & Crawford, C. M. (2020). Fiero and Flow in Online Competitive Gaming: The Gaming Engagement Framework. International Journal of Gaming and Computer-Mediated Simulations (IJGCMS), 12(1), 28-42. http://doi.org/10.4018/IJGCMS.2020010102

Chicago

Andrews, Sharon, Robert E. Bradbury, and Caroline M. Crawford. "Fiero and Flow in Online Competitive Gaming: The Gaming Engagement Framework," International Journal of Gaming and Computer-Mediated Simulations (IJGCMS) 12, no.1: 28-42. http://doi.org/10.4018/IJGCMS.2020010102

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Abstract

This paper explores the concept of fiero as it relates to online competitive gaming, resulting in a framework focused upon levels of fiero and flow, labeled as the gaming engagement framework. More specifically, the paper describes this framework and its supporting methods as can be applied to measure perceived intensity and engagement levels leading to fiero, and concentration and collaboration levels leading to flow, giving an overall prediction of the level of fiero and flow that a game is capable of eliciting. The use of both quantitative and qualitative data in support of the framework offers a mixed-methods approach towards discovery of both weak areas and strong areas of fiero and flow, along with a collection of literal user perceptions. This framework can be applied at the prototyping phase during game development as well as at incrementally advancing levels of product development through pre- and post-production.

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