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Reflective flow in digital games ecgbl 2011
1. Reflective Flow in Digital Games
Lorenzo Romeo, Manuela Cantoia
SPAEE - UCSC Milan
2. Traditional Games Gaming environment
used for learning ecology
Digital gaming = experience?
Situated Interaction Theory Positionality (Plessner, 2006)
(presence - social presence) Natural Artificiality (Plessner, 2006)
(Riva, 2008) Digital Games as Artifacts (Cole & Egenstrom, 1993)
3. Flow dimensions
(Csikszentmihalyi, 2002)
•transformation of time
•autotelic experience
•challenge-skill balance
•action-awareness
•clear goals
merging
•unambiguous feedback
•concentration on task at
•paradox of control
hand
•loss of self-consciousness
4. In the Flow experience the subject
has no perception of the self.
It has to be actively regained.
= Reflective Flow
8. Results
92% Gamers
Yes: 88.21%
69.44% Non-Gamers
Is it possibile to learn
with Digital Games?
9.38% Occasional
No: 11.79%
Gamers
9. Results – 2
• Feeling of improvement
• No significant difference
(69.44%) significant
between the 2 game relation with 5 Flow
dimensions
conditions
– Challenge-skill balance
• Average to good quality of – Action awareness merging
– Unambiguous feedback
the experience – Concentration on task at
hand
– Autotelic experience