Cognitive Components of Flow States and Applications to Video Game Design: A Brief Framework

Kyros Jalife, Christoffer Holmgård
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引用次数: 3

Abstract

The concept of flow is central to many fields including video game design, but the phenomenon is poorly understood scientifically, with no agreement on the cognitive components underlying it. In this paper, we present a cognitive science-based model of the flow experience that puts the processing of information at its core. For this, we identify key theories from the literature and propose two hypotheses about the cognitive processes?the "conditions"?underlying flow's phenomenology. We then describe the mechanisms that facilitate the fulfillment of these conditions and propose a small number of design heuristics for eliciting flow in video games. Finally, we consider some of our model's implications for the traditional interpretation of the phenomenon and discuss the need to test our framework with empirical studies.
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心流状态的认知成分及其在电子游戏设计中的应用:简要框架
心流概念是包括电子游戏设计在内的许多领域的核心,但人们对这一现象的科学理解很少,对其背后的认知成分也没有达成一致。在本文中,我们提出了一个基于认知科学的流体验模型,该模型将信息处理置于其核心。为此,我们从文献中确定了关键理论,并提出了关于认知过程的两个假设。“条件”?潜在流的现象学。然后,我们描述了促进实现这些条件的机制,并提出了一些启发电子游戏心流的设计方法。最后,我们考虑了我们的模型对这一现象的传统解释的一些含义,并讨论了用实证研究检验我们的框架的必要性。
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