Abstract | Introduction | Foundation | Design Flow in Games | Implement Flow in Games | Conclusion | Bibliography


  • Bernie Dekoven, Of Fun and Flow, DeepFun.com, http://www.deepfun.com/funflow.htm
  • Christine Bailey & Michael Katchabaw, An Experimental Testbed to Enable Auto-dynamic Difficulty in Modern Video Games, Department of Computer Science, The University of Western Ontario, London, Ontario, Canada, 2005
  • Elizabeth Debold, Flow with Soul - An interview with Dr. Mihaly Csikszentmihalyi, What is Enlightment Magazine, Issue 21, 2002
  • Ernest Adams, Balancing Games with Positive Feedback, Gamasutra.com, January 4, 2002
  • Greg Costikyan, Dynamic Difficulty Adjustment, Game*Design*Art*Culture, Jan 2004
  • Mihaly Csikszentmihalyi, Flow: the Psychology of Optimal Experience. Harper Perennial, 1990
  • Penelope Sweetser & Peta Wyeth, GameFlow: A Model for Evaluating Player’s Enjoyment in Games, ACM Computers in Entertainment, Vol. 3, No. 3, July 2005
  • Robertson Holt, Examining Video Game Immersion as a Flow State, B.A. Thesis, Department of Psychology, Brock University, 2000
  • Will Wright, Dream Machines, Wired Magazine, Issue 14.04, April 2006

> Top