Leveraging players' goal-setting and cognitive gaming elements to create flow

Thi Tuan Linh Pham, Guan Ling Huang, Tzu Ling Huang, Gen Yih Liao*, T. C.E. Cheng*, Ching I. Teng*

*Corresponding author for this work

Research output: Contribution to journalJournal Article peer-review

Abstract

Purpose: Online games are widely adopted electronic applications that facilitate flow experiences, which is a highly enjoyable experience for players, thus motivating further engagement in online gameplay. During gameplay, players set gaming goals, and they must make cognitive efforts to achieve these goals. However, we do not know how goal-setting and cognitive gaming elements (game complexity and game familiarity) create flow, indicating a research gap. To fill this gap, we use the cognitive gaming elements in the literature and the theoretical elements of goal-setting theory to build a model. Design/methodology/approach: Conducting a large-scale online survey, we collect 3,491 responses from online game players and use structural equation modeling for data analysis. Findings: We find that challenging goals, game complexity, game familiarity and telepresence are positively linked to player-perceived flow, explaining 45% of the variance. The new finding is that challenging goals can strengthen the link between game complexity and flow. We also find that telepresence can strengthen the link between game familiarity and flow. Originality/value: Our study provides the novel insight that gaming goals and cognitive gaming elements can generate player-perceived flow. This insight can help game makers design gaming elements to accommodate players' cognitive efforts to achieve in-game goals, thus creating flow and effectively increasing players' game engagement.

Original languageEnglish
Pages (from-to)30-59
Number of pages30
JournalIndustrial Management and Data Systems
Volume125
Issue number1
DOIs
StatePublished - 02 01 2025

Bibliographical note

Publisher Copyright:
© 2024, Emerald Publishing Limited.

Keywords

  • Flow
  • Goal setting
  • Online game
  • Player cognition
  • Structural equation modeling
  • Survey
  • Telepresence

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