Designing for Flow in Video Games

Modern research regarding immersion often prioritizes deducing the phenomenon to models or theories, such as the flow theory discussing deep enjoyment or the demographic game design model analyzing distinct types of player audiences. However what has been lacking is a use case for this research and discussions on identifying the needs designers should look for in games developed with the intent of immersing the player. That is why this article analyzes the extent one can create the conditions for flow through the lens of a designer producing a 2D platformer. The results of the artefact were compared to the purpose of the study through the discussion of the ways the game mechanics supported immersion (flow). The article discusses the implication of the game serving as an example of the mentality game designers should use to locate the criteria for their own media and playerbase. The article implies that while games have the potential to be immersive it is up to the designer and their understanding of flow to interpret how the experience best can create the conditions for flow for their users.

Publication Details

Journal
KTH Publication Database DiVA (KTH Royal Institute of Technology)
Published
2025-01-01
Primary Topic
Geochemistry and Geologic Mapping
Type
article
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article

Designing for Flow in Video Games

KTH Publication Database DiVA (KTH Royal Institute of Technology)
Geochemistry and Geologic Mapping
article

Designing for Flow in Video Games

article en

Abstract

Modern research regarding immersion often prioritizes deducing the phenomenon to models or theories, such as the flow theory discussing deep enjoyment or the demographic game design model analyzing distinct types of player audiences. However what has been lacking is a use case for this research and discussions on identifying the needs designers should look for in games developed with the intent of immersing the player. That is why this article analyzes the extent one can create the conditions for flow through the lens of a designer producing a 2D platformer. The results of the artefact were compared to the purpose of the study through the discussion of the ways the game mechanics supported immersion (flow). The article discusses the implication of the game serving as an example of the mentality game designers should use to locate the criteria for their own media and playerbase. The article implies that while games have the potential to be immersive it is up to the designer and their understanding of flow to interpret how the experience best can create the conditions for flow for their users.

KTH Publication Database DiVA (KTH Royal Institute of Technology)
Openalex Percentile: Top 64%
Geochemistry and Geologic Mapping
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Designing for Flow in Video Games · KTH Publication Database DiVA (KTH Royal Institute of Technology) (2025) | TGRS Research Map | TGRS