Many assume that, when a game’s over, there’s nothing more to reflect on besides the fun. Positive psychology’s theory of “Flow” prompts a similar stance. But what if games and Flow are both saying more than we might suppose at first glance?
SPOILER WARNINGS FOR: Papers Please Undertale Brenda Romero’s Train
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Nicholson, S. (2015) ‘A RECIPE for Meaningful Gamification’, in T. Reiners and L.C. Wood (eds) Gamification in Education and Business. Cham: Springer International Publishing, pp. 1–20. Available at: https://doi.org/10.1007/978-3-319-10208-5_1.
Show’, ‘The Ezra Klein (2022) ‘Opinion | Are We Measuring Our Lives in All the Wrong Ways?’, The New York Times, 25 February. Available at: https://www.nytimes.com/2022/02/25/opinion/ezra-klein-podcast-c-thi-nguyen.html (Accessed: 14 September 2023). |
Staff, W. (no date) ‘Next-Gen Dashboards Teach Leadfoots How to Hypermile’, Wired. Available at: https://www.wired.com/2008/12/when-ford-and-h/ (Accessed: 26 September 2023).
The “Flow” state’s influence during game design process. | by Ramón Díaz | Medium (no date). Available at: https://medium.com/@raydaz/the-applications-relevance-of-flow-state-design-in-video-games-1572dac0d2c (Accessed: 22 September 2023). |
The Tyranny of the Marginal User - by Ivan Vendrov (no date). Available at: https://nothinghuman.substack.com/p/the-tyranny-of-the-marginal-user (Accessed: 15 September 2023).
(2) Overwatch: Reinhardt Gameplay - Route 66 Payload Attack - YouTube (no date). Available at: https://www.youtube.com/watch?v=csqVRdBax2I (Accessed: 1 October 2023).
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