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Title: Flow in gaming: literature synthesis and framework development

Authors: Fiona Fui-Hoon Nah; Brenda Eschenbrenner; Qing Zeng; Venkata Rajasekhar Telaprolu; Sepandar Sepehr

Addresses: Department of Business and Information Technology, Missouri University of Science and Technology, 101 Fulton Hall, Rolla, Missouri 65409, USA ' Department of Accounting and Finance, College of Business and Technology, University of Nebraska at Kearney, Kearney, Nebraska 68849, USA ' Department of Business and Information Technology, Missouri University of Science and Technology, 101 Fulton Hall, Rolla, Missouri 65409, USA ' Department of Business and Information Technology, Missouri University of Science and Technology, 101 Fulton Hall, Rolla, Missouri 65409, USA ' DeGroote School of Business, McMaster University, Hamilton, Ontario, L8S 4M4, Canada

Abstract: Flow, a state of optimal experience where one is completely absorbed and immersed in an activity, is an important phenomenon for studying and designing games. In this article, we synthesise the literature on flow in gaming to discern existing research streams, and identify the antecedents, dimensions, and outcomes of flow which are then integrated into a framework. Based on the findings, we provide suggestions for game design elements that practitioners, such as game designers, may find useful for creating or inducing flow in gaming. We also discuss implications for research and practice as well as provide suggestions for future research.

Keywords: flow; gaming; framework; game design elements.

DOI: 10.1504/IJISAM.2014.062288

International Journal of Information Systems and Management, 2014 Vol.1 No.1/2, pp.83 - 124

Available online: 03 Jun 2014 *

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