{"status":"ok","message-type":"work","message-version":"1.0.0","message":{"indexed":{"date-parts":[[2026,3,31]],"date-time":"2026-03-31T09:02:03Z","timestamp":1774947723130,"version":"3.50.1"},"reference-count":87,"publisher":"Association for Computing Machinery (ACM)","issue":"2","license":[{"start":{"date-parts":[[2008,7,1]],"date-time":"2008-07-01T00:00:00Z","timestamp":1214870400000},"content-version":"vor","delay-in-days":0,"URL":"https:\/\/www.acm.org\/publications\/policies\/copyright_policy#Background"}],"content-domain":{"domain":["dl.acm.org"],"crossmark-restriction":true},"short-container-title":["Comput. Entertain."],"published-print":{"date-parts":[[2008,7]]},"abstract":"<jats:p>\n            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'.\n            <jats:italic>Flow<\/jats:italic>\n            is a well-established construct for examining experience in any setting and its application to game-play is intuitive. Nevertheless, it's not immediately obvious how to translate between the flow construct and an operative description of game-play. Previous research has attempted this translation through analogy. 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.\n          <\/jats:p>\n          <jats:p>The relationship between player and game, characterized by learning and enjoyment, is central to our analysis. 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. 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.<\/jats:p>","DOI":"10.1145\/1371216.1371223","type":"journal-article","created":{"date-parts":[[2008,8,5]],"date-time":"2008-08-05T13:35:10Z","timestamp":1217943310000},"page":"1-27","update-policy":"https:\/\/doi.org\/10.1145\/crossmark-policy","source":"Crossref","is-referenced-by-count":310,"title":["Toward an understanding of flow in video games"],"prefix":"10.1145","volume":"6","author":[{"given":"Ben","family":"Cowley","sequence":"first","affiliation":[{"name":"University of Ulster, Coleraine, Northern Ireland, U.K."}],"role":[{"role":"author","vocabulary":"crossref"}]},{"given":"Darryl","family":"Charles","sequence":"additional","affiliation":[{"name":"University of Ulster, Coleraine, Northern Ireland, U.K."}],"role":[{"role":"author","vocabulary":"crossref"}]},{"given":"Michaela","family":"Black","sequence":"additional","affiliation":[{"name":"University of Ulster, Coleraine, Northern Ireland, U.K."}],"role":[{"role":"author","vocabulary":"crossref"}]},{"given":"Ray","family":"Hickey","sequence":"additional","affiliation":[{"name":"University of Ulster, Coleraine, Northern Ireland, U.K."}],"role":[{"role":"author","vocabulary":"crossref"}]}],"member":"320","published-online":{"date-parts":[[2008,7]]},"reference":[{"key":"e_1_2_1_1_1","unstructured":"Abt C. 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