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Dungeon Flow: Player Experiences of Flow in World of Warcraft

Electronic Theses and Dissertations

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abstract
This study sought to explore player experiences of flow in the Massively Multiplayer Online Game (MMO) World of Warcraft. Data from personal interviews, conducted after one-hour play sessions, was compared to Csikszentmihalyi's proposed elements of flow to determine in what segments of the game each participant experienced flow, if any. Recordings from the play sessions were then analyzed to determine what messages coincided with these flow segments. Results suggested that 2 of the 5 participants experienced a flow state, with 3 flow segments identified overall. All three of the flow segments identified happened while participants were playing in "dungeons" within the game, and common messages within these segments were proposed. The study ultimately yielded many implications for future research regarding flow and video games.
subject
flow
games
MMO
new media
play
video games
contributor
Thames, Ryan C. (author)
Hazen, Michael D (committee chair)
Krcmar, Marina B (committee member)
Black, Jim (committee member)
date
2011-02-16T21:42:29Z (accessioned)
2011-02-16T21:42:29Z (available)
2010 (issued)
degree
Communication (discipline)
identifier
http://hdl.handle.net/10339/30415 (uri)
language
en (iso)
publisher
Wake Forest University
title
Dungeon Flow: Player Experiences of Flow in World of Warcraft
type
Thesis

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