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Wake Forest University

Dungeon Flow: Player Experiences of Flow in World of Warcraft

Abstract

dc:description.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.

Degree

thesis:*
Grantor dc:publisher
Wake Forest University
Year dc:date.issued
2010

Author and committee

dc:creator, dc:contributor.*
Author dc:creator
  • Thames, Ryan C.

Subjects

dc:subject × 1

Rights

Language dc:language.iso
en

Identifiers

dc:identifier.*
Handle dc:identifier.uri
http://hdl.handle.net/10339/30415
OAI identifier oai:identifier
oai:wakespace.lib.wfu.edu:10339/30415

Chain of custody

source
Harvested from
Wake Forest University
Base URL
wakespace.lib.wfu.edu/oai/request
Last updated
2026-07-27
Source record
OAI-PMH GetRecord
related terms
citation

Thames, Ryan C.. Dungeon Flow: Player Experiences of Flow in World of Warcraft. Wake Forest University, 2010. http://hdl.handle.net/10339/30415