By Topic

Using a Criteria-Based User Model for Facilitating Flow in Serious Games

Sign In

Cookies must be enabled to login.After enabling cookies , please use refresh or reload or ctrl+f5 on the browser for the login options.

Formats Non-Member Member
$31 $13
Learn how you can qualify for the best price for this item!
Become an IEEE Member or Subscribe to
IEEE Xplore for exclusive pricing!
close button

puzzle piece

IEEE membership options for an individual and IEEE Xplore subscriptions for an organization offer the most affordable access to essential journal articles, conference papers, standards, eBooks, and eLearning courses.

Learn more about:

IEEE membership

IEEE Xplore subscriptions

1 Author(s)
Broin, D.O. ; Dept. of Comput. & Networking, Inst. of Technol. Carlow, Carlow, Ireland

Flow is a highly desirable state that is characterised by absorption in an activity, and it is one of the principal reasons people play games. Three key conditions are necessary for a person to experience flow: clear goals, immediate feedback, and a balance between challenges and a person's perception of his/her skills. Most games adequately meet the clear goal and feedback conditions, but the balancing of challenges and skills is often lacking. For a player to maintain flow throughout a game, he must be continually learning. However, in a serious game, unlike a game for entertainment, in-game goals cannot simply be any goals that balance the challenges and skills - they must be chosen so that the particular learning outcomes of the game will be achieved. We propose an approach whose aim is to enable the player to experience flow most of the time, as he progresses towards the required standard of the learning outcomes of the game. This approach employs a user model that represents a player's perception of his/her skills and an index of the learning outcomes required for in-game goals to predict to some degree whether the player will go into flow. Moreover, it uses criteria based ssessment and shows how this is well suited to modifying the challenge of in-game goals, in order to make it more likely that the challenges and skills are balanced so that a player experiences flow. We describe a serious game currently being developed for learning software development, which incorporates this approach.

Published in:

Games and Virtual Worlds for Serious Applications (VS-GAMES), 2011 Third International Conference on

Date of Conference:

4-6 May 2011