Abstract:
Game flow analysis has been widely used to examine the player's enjoyment in a game. In this paper, we presented the game flow results of ARTé: Mecenas by adopting the EG...Show MoreMetadata
Abstract:
Game flow analysis has been widely used to examine the player's enjoyment in a game. In this paper, we presented the game flow results of ARTé: Mecenas by adopting the EGameFlow scale. We adapted questions in the questionnaire from the EGameFLow scale, which formed six game flow factors - Concentration, Goal Clarity, Challenge, Autonomy, Immersion, and Knowledge Improvement. From our findings, the students overall enjoyed the game. They were able to concentrate on the learning tasks in the game. They received clear goals at the beginning of the game and each game level. The challenges in the game tasks improved their understandings of the content knowledge. Their senses of controlling the game continuously increased during the gameplay. The students increased their content knowledge after the gameplay, though they could not decide if they were emotionally involved. In addition, we found that the content knowledge in the game, game levels and visuals could influence the player's game experience.
Published in: 2020 IEEE Conference on Games (CoG)
Date of Conference: 24-27 August 2020
Date Added to IEEE Xplore: 20 October 2020
ISBN Information: