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Flow Genres: The Varieties of Video Game Experience

机译:流派:各种电子游戏体验

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The goal of this theoretical study is to conceptually revise the flow theory formulated originally by Mihaly Csikszentmihalyi. Concept of flow is one of the most frequently used terms that describe an optimal experience while performing activity and this does not apply only for video game industry. In this article we discuss the varieties of flow experience with respect to video games. Further, the authors emphasize relativity of the original concept of flow, understood as a universal experience of independent nature in terms of activity or personality of the participant. Following detailed analysis of existing literature and our previous empirical study, they define the concept of flow as a genre triad that portrays experience of climax, ilinx, and ludic trance. A further revision and extension of the original concept of flow is deemed necessary in order to map the variety of user experiences while playing video games with sufficient precision.
机译:这项理论研究的目的是从概念上修改Mihaly Csikszentmihalyi最初提出的流动理论。流的概念是描述执行活动时的最佳体验的最常用术语之一,并且不仅适用于视频游戏行业。在本文中,我们讨论了有关视频游戏的流体验的多样性。此外,作者强调流动的原始概念的相对性,它被理解为就参与者的活动或个性而言具有独立性的普遍经验。经过对现有文献的详细分析和我们之前的经验研究,他们将流的概念定义为流派三合会,描绘了高潮,流浪汉和lu的经历。为了在以足够的精度玩视频游戏时映射各种用户体验,认为有必要对流的原始概念进行进一步的修订和扩展。

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