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Subject: AEJ 05 SmithB 05 ENT Flow and the Enjoyment of Video Games
From: Elliott Parker <[log in to unmask]>
Reply-To:AEJMC Conference Papers <[log in to unmask]>
Date:Sun, 5 Feb 2006 04:20:07 -0500
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This paper was presented at the Association for Education in Journalism and
Mass Communication in San Antonio, Texas August 2005.
         If you have questions about this paper, please contact the author
directly. If you have questions about the archives, email
rakyat [ at ] eparker.org. For an explanation of the subject line, 
send email to
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(Feb 2006)
Thank you.
Elliott Parker
====================================================================

Flow and the Enjoyment of Video Games
Barry P. Smith
Doctoral Student
University of Alabama
3511 3rd Ave. E
Tuscaloosa, AL 35405
205-391-9851
[log in to unmask]

This paper was solely student-written.


Flow and the Enjoyment of Video Games

Student Paper
Abstract

This paper examines how flow may contribute to the experience of 
enjoyment derived from playing video games. Entertainment theories 
and flow theory are briefly reviewed and then applied to the medium 
of video games. Video game enjoyment is theorized as the result flow 
which occurs when the challenge presented by a video game is 
relatively high and matched with an individual's perception of his or 
her level of skill at playing the game.
	The video game has become one of the most popular entertainment 
media in the U.S. Video game sales have grown steadily, decade by 
decade, since the mainstream introduction of home video game consoles 
in the early '80s.  In 2004, the movie Spider-Man 2 set a new 
opening-day ticket sales record by generating $40.4 million in sales. 
However, in the same year, the much-anticipated video game Halo 2 set 
a new first-day sales record by generating $125 million in sales 
(Entertainment Software Association, 2005). While video gaming has 
yet to replace television viewing as the most popular form of mass 
media entertainment, a recent Kaiser study (Roberts, Foehr, & 
Rideout, 2005) found that 83% of 8- to 18-year-olds have at least one 
video game console in the home, and that this same age group averages 
just under 50 minutes per day playing video games.
	Although video games have attracted a fair amount of research 
focusing on the potential negative effects of use (particularly by 
children), the study of video games as an entertainment medium is 
still a relatively nascent field. This is partly the result of the 
relative newness of entertainment research as a scholarly field in 
its own right. As has been pointed out by Zillmann and Bryant (1994), 
however, entertainment is actually the main intended effect of most 
mass media content, and therefore worthy of study.
	Entertainment research in the areas of television, film, and music 
(and types of content across media) has theorized a number of ways in 
which individuals obtain entertainment from media content, and has 
also identified a number of psychological mechanisms underlying the 
experience of being entertained. So-called "new" or "interactive" 
media such as video games pose new questions and challenges for 
scholars. How do interactive media differ from traditional media, and 
how are they similar? What is entertaining about brandishing virtual 
weapons in a mediated environment? Why do many individuals buy 
software and pay monthly subscription fees to allow their avatars to 
interact with other people's avatars in a virtual world? What 
mechanisms might underlie the enjoyment individuals derive from 
playing video games? These questions, and others, await systematic 
study from scholars interested in mass media's main effect.
	This paper contributes to this body of research by examining how one 
particular psychological mechanism, flow, may contribute to the 
derivation of enjoyment from playing video games. First, a couple of 
prominent theories in entertainment research will be briefly 
reviewed. Second, the applicability of these theories will be 
discussed in relation to video games. Third, flow theory and its 
applications will be reviewed. Finally, a video game entertainment 
model centered around flow will be presented.
Entertainment
	Entertainment has been loosely defined as "any activity designed to 
delight and, to a smaller degree, enlighten through the exhibition of 
the fortunes or misfortunes of others, but also through the display 
or special skills by others and/or self" (Zillmann & Bryant, 1994, p. 
438). The systematic study of entertainment as a media effect is 
generally compatible with the uses and gratifications paradigm. 
Within this framework, which has served for several decades as a 
foundation for a great deal of research into media use, individuals 
are viewed as more or less active users of media. Earlier theoretical 
frameworks (such as the notions of mass media as a "magic bullet" or 
"hypodermic needle") posited individuals as passive receptors of 
mass-mediated messages. Uses and gratifications research focuses on 
the reasons why individuals actively use media, and the effects of 
that use (Rosengren, 1974; Rubin, 1994).
	One of the major tenets of entertainment research has been that 
experience stamps preference. When an individual, by design or 
accident, happens upon certain media fare, the individual is capable 
of noticing whether a more positive or more negative response  or 
mood results. When the result is positive, the individual will likely 
seek that type of media fare again. When the result is negative, the 
individual will likely avoid that type of media fare in the future, 
given other choices.
	According to mood management theory (Zillmann, 1988), one way 
individuals can achieve positive moods and relieve noxious moods is 
by altering their levels of excitement and the focus of their 
attention. When individuals are over-stimulated, they can relieve 
this state by consuming calm media fare. When they are 
under-stimulated, they can relieve this state by consuming arousing 
media fare. Additionally, individuals can achieve some relief from 
negative psychological or physical conditions by temporarily focusing 
attention elsewhere, or, as John Cleese would say, on "something 
completely different." The distraction provided by media fare to 
these individuals can often be a very welcome relief (Zillmann & Bryant, 1994).
	An important characteristic of mood management theory is that 
individuals choose one type of media fare over others, i.e. they 
exhibit selective exposure. Through prior experience with various 
types of media fare, individuals develop preferences and expectations 
in their media consumption behaviors. Although most prior mood 
management research has focused on traditional media fare, such as 
film and television, the theory should be somewhat applicable to 
video games, as well. Just as sitcoms and dramas can distract and 
alter levels of excitation, so should video games also provide 
distraction and some level of excitation regulation. One thing video 
games may not be able to provide well, however, is calming content. 
Because video games require constant attention and control, they may 
require too much participation to be truly calming.
Affective disposition theory (Raney, 2000; Zillmann, 2000) posits 
another way in which individuals can derive entertainment from media 
fare—by seeing liked characters succeed and disliked characters fail. 
According to disposition theory, individuals consuming media fare 
evaluate the behaviors exhibited by media characters. Characters who 
exhibit a moral valence similar to the viewer's own (i.e. the 
characters make moral judgments the viewer approves of) are liked, 
and the viewer hopes for the characters to experience positive 
outcomes. Characters who exhibit a moral valence different from the 
viewer's own are disliked, and the viewer hopes for the characters to 
experience negative outcomes.
According to this theory, suspense is evoked because viewers desire 
positive outcomes, but fear negative outcomes, for liked characters. 
Conversely, viewers desire negative outcomes, but fear positive 
outcomes, for disliked characters. Will the hero escape the villain 
and save the day? Or will the villain get the upper hand on the hero 
this time? As the narrative progresses, viewers experience increased 
emotional distress and higher levels of arousal. If the liked 
characters prevail, and the disliked characters are vanquished, this 
built-up arousal becomes conflated with the positive affective 
response to the narrative's outcome through excitation transfer 
(Raney, 2000; Zillmann, 1983).
Although these theories have been quite fruitful for research 
regarding traditional entertainment media, they cannot be applied to 
video games in the same manner. As mentioned previously, video games 
may not be able to provide calming fare for the over-stimulated 
individual. Because video games require a great deal of attention and 
control, they are generally highly arousing. Thus, video games may be 
able to relieve under-stimulation quite easily. Relief of under- or 
over-stimulation is only part of mood management, however. It also 
involves distraction from negative cognitions. When an individual is 
experiencing a noxious mood brought on by physical or psychological 
distress, media fare can be used as a distractor or temporary escape 
mechanism. Video games, by their involving nature, can allow 
individuals' attention to be absorbed by something other than their 
distress. Therefore, video games may have some usefulness as tools of 
mood management.
Affective disposition theory may be less applicable to video games, 
though. The main feature of video games is control (Grodal, 2000). 
The individual does not passively view actions by on-screen 
characters. Instead of being a moral monitor of others' actions, the 
individual playing a video game is the on-screen character. The 
player him- or herself chooses the course of each action. The player 
may experience some level of affective disposition based on the 
plight of the character as presented in a game's backstory, but the 
moral actions of the character are the result of the player's own judgments.
Without moral actions of another to judge, individuals would be left 
to decide whether they agree with their own actions and therefore 
hope for positive outcomes for themselves. Of course individuals 
generally desire positive outcomes for themselves, but this is a 
condition of day-to-day life and should provide no incentive for 
engaging in video games. The experience of suspense while watching 
films usually depends on the viewer knowing something the liked 
characters do not know (thus causing the fear of negative outcomes 
for the liked characters). However, in video games, the character 
knows everything the player knows because the player is the 
character. Without knowledge that something bad might happen to an 
unsuspecting likeable character, players are left without suspense, 
and thus without a key element of entertainment under affective 
disposition theory.
	The basic conclusion to be drawn is that new interactive media such 
as video games pose new challenges for study and theory-building 
(Vorderer, Bryant, Pieper, & Weber, in press). Individuals are 
deriving a great deal of enjoyment from playing video games, and 
enjoyment has been identified as the heart of media entertainment 
(Sherry, 2004; Vorderer, Klimmt, & Ritterfeld, 2004). How is this 
enjoyment being obtained? What possible mechanisms can be proposed to 
explain it?
	As mentioned previously, entertainment research has gone forward in 
a manner largely compatible with the uses and gratifications 
paradigm. As an indicator that entertainment research can 
successfully tackle the area of video games, a uses and 
gratifications approach has been applied to the study of video games 
by several scholars. Selnow (1984), for example, adapted an earlier 
television uses and gratifications scale and utilized it to examine 
why young people play video games. Phillips et al. (1995) found 
several uses being made of video games, including procrastination, 
mood management, and enjoyment. Sherry and his colleagues (Lucas & 
Sherry, 2004; Sherry, 2004; Sherry et al., in press) have identified 
six primary dimensions of video game use: arousal, challenge, 
competition, diversion, fantasy, and social interaction.
Flow
	In order to provide a more comprehensive theoretical foundation for 
explaining how these uses and gratifications are satisfied by video 
games, Sherry (2004) has proposed a synthesis from the areas of uses 
and gratifications research and flow theory. Based on 
Csikszentmihalyi's flow theory (Csikszentmihalyi, 1990; Nakamura & 
Csikszentmihalyi, 2002), Sherry proposed that individuals obtain 
enjoyment from media messages or content (such as video games) that 
match message characteristics with an individual's ability to 
interpret the message. Relatively difficult or complex messages may 
engender frustration or anxiety for individuals who lack the 
requisite ability to handle such a level of difficulty. Relatively 
simplistic messages may contribute to boredom for individuals whose 
abilities are far beyond the level required for understanding the 
message. There is a middle ground in which flow can be achieved and 
enjoyment can be experienced.
	The idea that playing video games may contribute to a flow state is 
not new. As early as 1982, flow was linked to the phenomenon called 
"Pac-Man fever." Bowman (1982) theorized that the playing of video 
games promotes active learning behavior by making individuals 
participate rather than passively receive imparted knowledge. It is 
in the participation that individuals find reward. The learning that 
occurs while playing a game is a extrinsic by-product of intrinsic 
enjoyment. However, the linkage between flow and video game enjoyment 
has not been systematically studied, nor has a conceptual model been 
developed, during the intervening decades.
	The flow construct was proposed by Csikszentmihalyi 30 years ago. 
Although the study of flow grew out of Csikszentmihalyi's research in 
creativity, it has been applied across many different fields over the 
last three decades. In short, Csikszentmihalyi's (1990, 1993; 
Nakamura & Csikszentmihalyi, 2002) research characterizes flow as a 
psychological state in which an individual is immersed in an activity 
to such a degree that reality outside the activity fades from 
awareness. In this state, individuals lose awareness of themselves as 
social actors in the situation. The flow state is autotelic, or 
characterized by enjoyment in an activity for the sake of the 
doing—not for an external goal.
	More specifically, flow is characterized by: focused concentration 
on present activity, merging of awareness and action, loss of 
reflective self-consciousness, a sense of control and the ability to 
successfully respond to occurrences as they transpire, a loss of 
awareness of time passing, and enjoyment of the present activity for 
its own sake. (Nakamura & Csikszentmihalyi, 2002).
	The potential occurrence of flow is dependent on two main factors 
(as perceived by the individual): challenge and skill. Challenge can 
be thought of as the degree of difficulty associated with any given 
activity. Skill is an individual's ability to perform that activity. 
Both of these factors may be present in relatively high or low levels 
at any given time. Based on these two factors, Csikszentmihalyi 
developed a taxonomy describing four states, or channels, individuals 
may experience when engaged in any given activity: boredom, anxiety, 
flow, and apathy.
	Boredom occurs when an individual finds him- or herself in a 
situation in which skill exceeds challenge. Conversely, anxiety 
occurs in situations in which challenge exceeds skill. Originally, 
Csikszentmihalyi described flow as the channel in which challenge and 
skill are equally matched. However, further research revealed that 
flow actually occurs when challenge and skill are matched and both 
are perceived as being high. This is what Csikszentmihalyi terms 
"optimal experience." Challenge and skill are also matched, though, 
when both are perceived to be low. This channel was differentiated 
from flow and dubbed apathy. Apathy does not share flow's positive 
experiential characteristics.
	 Csikszentmihalyi has also described activities that are 
particularly good at promoting the occurrence of a flow state. These 
activities are characterized as: (1) having concrete goals with 
manageable rules; (2) making it possible to adjust opportunities for 
action to fit one's capabilities; (3) providing clear information or 
feedback on performance; and (4) screening out distraction and making 
concentration possible (Csikszentmihalyi, 1993).
	In one typical flow study, Csikszentmihalyi and LeFevre (1989) 
examined the occurrence of flow in various work and leisure 
situations. The Experience Sampling Method (ESM) was used to gather 
data from individuals at randomly selected times each day. 
(Participants carried around pagers and self-report logbooks during 
the study.) Data collected included descriptions of activities 
engaged in and the quality of the experiences. Csikszentmihalyi and 
LeFevre found that respondents experienced flow more often at work 
than during leisure time and that quality of experience was generally 
higher during flow situations than nonflow situations. Apart from 
work, the activity associated with the greatest occurrence of flow 
was driving a car, leading Csikszentmihalyi and LeFevre to conclude 
that, "a feeling of using one's skills in a challenging situation is 
difficult to achieve outside of work, except behind the wheel of a 
car." (1989, p. 820).
Flow was generally found to occur when participants felt themselves 
"up to the task" during challenging activities. Of particular 
interest to entertainment research is the finding that watching 
television was not one of the activities that correlated with the 
experience of flow. Csikszentmihalyi and LeFevre (1989) theorized 
that television viewing was a relatively passive activity which did 
not provide a high enough level of challenge to stimulate flow. This 
indicates that entertainment derived from television is not dependent 
on the experience of flow. However, video games represent a much more 
active method of leisure—more akin to driving than watching 
television in the level of attention and control required.
	Flow has been examined in the fields of education, media use 
(particularly television viewing and Web usage), sports, and many 
other areas. Particularly germane to the application of flow theory 
to video game enjoyment is the theory's application in studies of 
media use and human-computer interaction.
	Konradt, Filip, and Hoffmann (2003) used the flow construct in their 
examination of positive affect and success at using management 
training software. In their study of hypermedia-based training 
software, they found that dimensions of flow and positive affect were 
highly correlated. They also found that a high perceived probability 
of success correlated with motivation during the training. One 
difficulty encountered by Konradt, et al. was that participants did 
not have a great deal of autonomy in progressing through the training 
session. This led to some participants experiencing apathy rather 
than flow and suggests that the autonomy associated with video gaming 
may be an important factor in achieving flow.
	Ghani and Deshpande (1994) found that perceived task challenge and 
the sense of being in control were key factors in the experience of 
flow while using computers. They also found a positive link between 
flow and exploratory-use behavior. Further, through its influence on 
exploratory-use behavior, flow was found to encourage more extensive 
computer usage. Exploratory-use behavior is necessary for successful 
completion of many video games and thus may be indirectly related to 
enjoyment obtained from those games.
	Hoffman and Novak (1996) examined marketing communications via 
hypermedia computer-mediated environments, or CMEs, from a flow 
perspective. They contrasted these hypermedia CMEs, such as the World 
Wide Web, with traditional media. The hypermedia CME allows 
individuals self-directed movement through content, thus providing 
much greater freedom of choice and control over content for the 
individual. Thi	Hoffman and Novak (1996) defined the experience of 
flow in a computer-mediated environment as a state which is:
1. characterized by a seamless sequence of responses facilitated by 
machine interactivity;
	2. intrinsically enjoyable;
	3. accompanied by a loss of self-consciousness; and
	4. self-reinforcing. (p. 57).
	Novak, Hoffman, and Yung (2000) further developed this conceptual 
model and derived a structural model supported by large-scale survey 
data. Evidence was also found to support the notion that flow can be 
enhanced (made subjectively more intense) by interactivity and 
telepresence (Steuer, 1992; Tamborini, 2000). Key factors in this 
model are self-directed movement through content, seamless 
interactivity, and telepresence. These characteristics also describe 
video games and provide a theoretical basis for applying flow to an 
examination of the enjoyment of video games.
Flow and Video Game Enjoyment
	As Sherry (2004) indicated, video games fit Csikszentmihalyi's 
description of activities that are particularly good at promoting the 
creation of a flow state. These activities are characterized as: (1) 
having concrete goals with manageable rules; (2) making it possible 
to adjust opportunities for action to fit one's capabilities; (3) 
providing clear information or feedback on performance; and (4) 
screening out distraction and making concentration possible 
(Csikszentmihalyi, 1993).
	First, video games present players with concrete goals and 
manageable rules. Games often feature discrete levels or puzzles 
which have a definite beginning and end. The completion of a 
particular level or scenario serves as a milestone goal within the 
overall structure of the game. Games without discrete levels, such as 
some role-playing games, usually feature desired items, such as more 
powerful weaponry or artifacts, which can be obtained by acquiring a 
certain number of points or virtual treasures. The achievement of 
these goals occurs under rules known to govern the virtual environment.
	Second, video games offer the possibility of adjusting opportunities 
for action to fit players' capabilities. Many video games offer 
varying skill settings, or levels of difficulty. The classic 
first-person shooter Quake, for example, offers players "Easy," 
"Medium," "Hard," and the hidden "Nightmare" difficulty settings. At 
each higher level of difficulty, players are faced with greater 
numbers of enemies that are also individually harder to kill. Many 
games also offer competition against other players of varying skill levels.
	Third, video games provide a great deal of feedback on performance. 
Most games feature some type of point-accounting scheme in which 
players are given a constant indicator of overall performance. The 
completion of levels or the defeat of particular enemies also 
provides information on performance by indicating that players have 
completed a certain portion of the game. In many real-time strategy 
games, such as the popular Age of Empires series, players are 
presented with a running tally of their  accumulated resources, and 
players can compare their running scores with their opponents' scores.
	Finally, video games screen out distraction (or real life) and make 
concentration possible by presenting players with a variety of 
visual, auditory, and tactile information. Colorful graphics, 
realistic sound effects, and music provide players with more 
attention-grabbing stimuli than most real-life environments can 
provide. Because motion, loud sounds, and voices make demands on 
players' cognitive resources through orienting response mechanisms, 
video games can easily attract players' attention. With arousing 
content that requires consistent attention and controlled action for 
success, video games can then hold players' captured attention.
	As Ghani and Deshpande (1994) found, challenge and the sense of 
being in control were key factors in the experience of flow during 
computer use. Grodal (2000) has pointed out that control is an 
element that sets video games apart from other entertainment media. 
Video game users must allocate a great deal of attention to a game 
during use. Not only are users given control over actions by 
characters within the games—users also manipulate the sensory input 
provided by the games. For example, the users of many video games 
manipulate the point of view displayed on screen and the selection of 
sound effects and music that will be available. In general, film and 
television content provide the viewer with only one possible point of view.
	Repeated playing of the same game can further enhance an 
individual's sense of control by reinforcing the nonlinear nature of 
video games versus other media content (Grodal, 2003). Each time an 
individual plays the same game, he or she can see the effects of 
making different choices. The individual's actions alter the progress 
of the game, reinforcing the individual's experience of being in 
control of the environment. This sense of being in control is 
characteristic of the flow state, especially when using interactive 
media (Ghani & Deshpande, 1994; Novak et al., 2000).
	Because the flow state is dependent on a match between relatively 
high levels of challenge and skill, video games that present little 
challenge will be enjoyed by relatively few individuals, and 
individuals with limited skills will enjoy relatively few games. 
Whereas Novak et al. (2000) specified attributes of media content 
conducive to flow (i.e. the challenge presented by the content), this 
represents only one half of flow's necessary predicates. The other 
half is the individual's level of skill he or she can bring to bear 
on the content. If the level of skill is low, challenging content 
will induce only anxiety and frustration. When the level of skill is 
high, however, flow, and enjoyment, may result. Skill levels for 
video games are largely the result of individual differences, and so 
any flow-centered model of video game enjoyment must take individual 
differences into account.
	Ellis, Voelkl, and Morris (1994) have previously proposed that 
individual differences be included in measurements of flow in other 
areas, based on Csikszentmihalyi's observation that some individuals 
seem more adept at inducing flow states. There may in fact be an 
autotelic personality trait. According to Csikszentmihalyi (1990), 
individuals subject to attentional control disorders or stimulus 
overinclusion may be less able to achieve flow because flow requires 
focused attention and the screening out of distractions. Also, 
individuals who are excessively self-conscious may be less able to 
achieve flow because they are unable to fully engage in an activity 
without concern over what others may think of their actions.
	On the other hand, some individuals seem possessed of 
"nonself-conscious individualism" (Logan, 1985, 1988), which enables 
them to engage in intrinsically-enjoyable activities without concern 
for others' opinions. Csikszentmihalyi (1990) also noted that 
individuals who need fewer external cues to represent reality in 
consciousness may be better at achieving flow.
	Other individual differences include individuals' cognitive 
abilities. Video games make greater cognitive processing demands than 
television viewing. Television viewing, for example, is largely a 
matter of processing visual and auditory information from a 
third-person perspective. Video games, on the other hand, often 
require players to remember the location of various items within a 
three-dimensional environment. This and similar tasks make greater 
demands on an individual's cognitive processing system. Sherry (2004) 
looked specifically at sex differences in video game play and 
enjoyment, but the abilities that he lists are individual, rather 
than gender-dependent, traits. Eight specific skills Sherry posited 
as being important for gaming are: spatial rotation, color memory, 
disembedding, field independent spatial perception, object location 
memory, targeting, verbal fluency, and verbal memory. Although these 
abilities do vary somewhat according to gender, as individual 
difference traits they could be predictors of flow and video game enjoyment.
	Because many of the most popular games require navigation through 
virtual three-dimensional spaces, spatial rotation ability can be a 
key skill in successfully playing a game. When individuals are unable 
to picture where they (their avatars) are in a game environment, 
completing the game may be more difficult than their skills can 
manage. Because there is a mismatch between skill level and 
challenge, flow (and its accompanying enjoyment) is inhibited. 
Therefore, a flow model of video game enjoyment would predict that 
greater spatial rotation ability will correlate with greater flow, 
and thus enjoyment, experienced while playing video games featuring a 
three-dimensional environment.
	Object location memory is another skill of great importance for most 
video games. Often, power-ups or other objects are helpful or even 
required for successful completion of a game or a level within a 
game. Players who have difficulty remembering where particular 
objects (or places, such as doors, to use those objects) are located 
in a given game may find themselves frustrated. Therefore, the 
model's second prediction is that greater object location ability 
will correlate with greater flow, and thus enjoyment, experienced 
while playing video games.
	Likewise, many games make demands on individuals' targeting ability. 
Sports games, shooters, some fighters, and other games require 
players to be able to figure the trajectory of some type of 
projectile, be it a ball, a bullet, or a missile. Individuals who 
cannot target proficiently may find themselves frustrated over 
repeated failures to beat an opponent or game level. Therefore, the 
model predicts that greater targeting ability will correlate with 
greater flow and enjoyment experienced will playing video games.
	Similarly, other skills mentioned by Sherry (2004) (color memory, 
disembedding, field independent spatial perception, verbal fluency, 
and verbal memory) are important in the stimulation of flow through 
playing video games. In addition to these visual and verbal cognitive 
abilities, other abilities may enhance or limit an individual's 
enjoyment of video games. Because video games require hand-eye 
coordination, fine motor skills are also an important factor in an 
individual's overall ability to enter flow and obtain enjoyment from 
video games. Being able to visualize where a virtual ball should be 
thrown or where a target should be shot is a necessary, but not 
sufficient, factor in being able to put the ball or the bullet where 
it needs to go. The individual must also be able to manipulate the 
controls (joystick, gamepad, keyboard, mouse, flight stick, etc.) 
competently to direct the action toward the visualized location.
	Other factors undoubtedly contribute to the enjoyment of video 
games. Social interaction centered around games, and appreciation of 
the aesthetic features of games, for example, may also contribute to 
enjoyment. However, a great deal of research indicates that 
individuals do derive a great deal of enjoyment from flow-stimulating 
activities, and video games fit the description of a flow-stimulating 
activity. This model proposes that the creation of a flow state is 
the primary manner in which individuals derive enjoyment from video games.
	As Csikszentmihalyi and his colleagues (Csikszentmihalyi, 1990; 
Csikszentmihalyi & LeFevre, 1989) have found, many individuals engage 
in many daily activities that provide few opportunities for flow to 
occur. Video games, on the other hand, present individuals with 
opportunities to be challenged during day-to-day life. When 
individuals play video games, as active media consumers they evaluate 
whether the games are challenging. These individuals also evaluate 
their relative level of skill. Part of this evaluation is dependent 
upon each individual's actual level of each skill mentioned 
previously. However, this evaluation may also depend on the 
individual's personality traits. Some individuals have greater 
self-confidence and/or self-efficacy. Given the same relative level 
of gaming skills, these individuals will perceive themselves as more 
skillful than individuals with lower confidence in their own 
abilities. In short, an individual's perceived level of skill is only 
partly the result of that individual's measurable level of skill 
(based on skills tests and game outcomes).
	Thus, video game enjoyment depends on three primary factors: the 
challenge represented by game content, the skill set each individual 
brings to the game content, and personality traits that affect the 
individual's perception of his or her level of skill. When challenge 
and perceived skill are relatively high, individuals will be more 
likely to experience flow. Enjoyment occurs as a byproduct of the flow state.
Conclusion
One of the foundational tenets of entertainment research has been 
that experience stamps preference. If this is true for television, 
films, and other more-established media, then it should hold true for 
video games, as well. Individuals have the tendency to go back to 
media fare they have previously associated with positive mood states. 
With a medium such as the video game, which requires physical 
practice for mastery, individuals who have obtained enjoyment from 
the medium have actually increased their ability to enjoy more 
complex and difficult games and levels within games. Prior success 
should breed further success. Prior failure should cause individuals 
to gravitate away from the ineffective media fare. The more 
individuals play and enjoy video games, the more they can play and 
enjoy video games.
References

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Csikszentmihalyi, M. (1990). Flow: The psychology of optimal 
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Csikszentmihalyi, M. (1993). The evolving self: A psychology for the 
third millennium. New York: Harper Collins.

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