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Measuring the flow experience of gamers: An evaluation of the DFS-2

Published: 01 November 2012 Publication History

Abstract

One element of growing interest in the video gaming literature is the flow state, which is a pleasing and engaging experience commonly reported by players of games. As such, there are many different measures and methods that seek to quantify the flow experience. The present work examined whether a common measure of flow, the Dispositional Flow Scale-2 (DFS-2), was valid to use in the gamer population. We initially collected data from 762 undergraduate students. Of these, 314 qualified as ''gamers'' and were included in our analysis. Participants completed the DFS-2 based on their personal gaming experiences and the data was subjected to factor analysis. We did not find the DFS-2 to be an adequate measure of flow for the game experience and that continued examination of the construct and measure refinement is necessary.

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Information & Contributors

Information

Published In

cover image Computers in Human Behavior
Computers in Human Behavior  Volume 28, Issue 6
November, 2012
449 pages

Publisher

Elsevier Science Publishers B. V.

Netherlands

Publication History

Published: 01 November 2012

Author Tags

  1. CFA
  2. CFI
  3. Construct clarification
  4. DFS
  5. DFS-2
  6. EFA
  7. FSS
  8. FSS-2
  9. Flow
  10. Gaming
  11. Measurement
  12. RMSEA

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View all
  • (2024)GameFlow Affordances: Towards a Tool for Designing Gameful ExperiencesExtended Abstracts of the CHI Conference on Human Factors in Computing Systems10.1145/3613905.3650887(1-7)Online publication date: 11-May-2024
  • (2023)Not All Pain Leads to Gain: The Role of Learner Engagement in Adaptive Flashcard TrainingAdaptive Instructional Systems10.1007/978-3-031-34735-1_2(15-33)Online publication date: 23-Jul-2023
  • (2022)Developing a model to evaluate and improve user experience with hand motions in virtual reality environmentsUniversal Access in the Information Society10.1007/s10209-022-00882-y22:3(825-839)Online publication date: 26-May-2022
  • (2021)Use of games to teach teamwork and communication skills to engineering students2021 IEEE Frontiers in Education Conference (FIE)10.1109/FIE49875.2021.9637377(1-9)Online publication date: 13-Oct-2021
  • (2021)An Appraisal Transition System for Event-Driven Emotions in Agent-Based Player Experience TestingEngineering Multi-Agent Systems10.1007/978-3-030-97457-2_9(156-174)Online publication date: 3-May-2021
  • (2020)Flow Experience and Situational Interest in an Adaptive Math GameGames and Learning Alliance10.1007/978-3-030-63464-3_21(221-231)Online publication date: 9-Dec-2020
  • (2019)Gamification in Local Intangible Cultural Heritage Museums for Children: A Case DesignDesign, User Experience, and Usability. Application Domains10.1007/978-3-030-23538-3_18(233-245)Online publication date: 26-Jul-2019
  • (2018)Flow zoneSIGGRAPH Asia 2018 Virtual & Augmented Reality10.1145/3275495.3275507(1-2)Online publication date: 4-Dec-2018
  • (2017)Service quality explains why people use freemium services but not if they go premiumInternational Journal of Information Management: The Journal for Information Professionals10.1016/j.ijinfomgt.2016.09.00437:1(1449-1459)Online publication date: 1-Feb-2017
  • (2016)Challenging games help students learnComputers in Human Behavior10.1016/j.chb.2015.07.04554:C(170-179)Online publication date: 1-Jan-2016
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