Abstract
The goal of this study was to evaluate the use of Flow Theory (Csikszentmihalyi, 1990) in the development of a video game for specific use as an experimental stimuli. Flow Theory was used to manipulate the level of challenge and indirectly the level of perceived skill to create three design conditions: Boredom, Flow, and Frustration. Results showed that Flow Theory provide a strong theoretical framework for manipulating skill and challenge. The intrinsic characteristics of the game mechanics provided robust, real-time performance measures that were used in a manipulation check to ensure that the conditions that were intended to be designed were indeed designed. These performance measures also provide useful data that can be combined with self-report data to produce high measurement diagnosticity and sensitivity. Validated conditions of Boredom, Flow, and Frustration can be used in studies of training and decision-making.
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