Essays about: "Csikszentmihalyi"

Found 4 essays containing the word Csikszentmihalyi.

  1. 1. Improving player experience using Flow in Tower Defense game Daidala : A case study on improving Flow according to Sweetser & Wyeth's GameFlow criteria

    University essay from Uppsala universitet/Institutionen för speldesign

    Author : Mario Palleschi; Isak Larsson; [2023]
    Keywords : Flow; GameFlow; Quality Assurance; Qualitative Comparative Analysis; Research through Design;

    Abstract : Using a Research through Design approach, this research aims to utilize the criteria of Flow outlined by Csikszentmihályi in Flow: The Psychology of Optimal Experience (2014) and later adapted to videogames by Sweetser & Wyeth in GameFlow: a model for evaluating player enjoyment in games (2005) to improve the Tower Defense game Daidala by increasing players’ time spent in a state of Flow. This serves to provide future game designers with an example of how this model and these concepts can be applied when designing and developing a game. READ MORE

  2. 2. Creativity Management in Creative Organizations : The Economic versus Creative Perspective

    University essay from Linköpings universitet/Institutionen för ekonomisk och industriell utveckling

    Author : Kayla Holliday; Mårten Brorsson; [2023]
    Keywords : creativity; creativity management; film and business; conflict management; creative organizations; creative versus economic perspective; dual executive leadership;

    Abstract : For businesses that rely on creativity for their success, its effective and thought-out management is necessary for the entity to thrive. The field of creativity management has emerged as a result, highlighting the employment of a ‘creative climate,’ motivational tools, and an appropriate organizational structure as essentials for the asset’s optimization (Dubina, 2013, Sternberg and Lubart, 2004, Tonnquist, 2018, Csikszentmihalyi and Wolfe, 2014, Karambayya and Reid, 2009). READ MORE

  3. 3. A Hypnotic Digital Artefact

    University essay from Uppsala universitet/Institutionen för speldesign

    Author : Micaela Cederlund; [2023]
    Keywords : Gurdjieff; NLP; Neuro Linguistic Programming; Neuro-Linguistic Programming; Flow; Trance; Ericksonian Hypnosis; Hypnosis; Hypnotic; Trance-Hypnotic; Trance-Hypnotic Experiences; Trance-Hypnotic Experience; consciousness; alternate state of consciousness; Flow Theory; hypnotic artefact; hypnotic artefacts; Milton Erickson; Ericksonian; Bandler and Grinder; Grinder; Bandler; Grinder and Bandler; decadence; autotelic experiences; autotelic experience; autotelic; phenomenology; Cultist Simulator; Cultist; Simulator; Csikszentmihalyi; Weather Factory; Alexis Kennedy; Lottie Bevan; Ian Bogost; Procedural Rhetorics; Game Design; Games Design; Games; Computer Games; Computer Game; Game; Digital Design; Games Design Rhethorics; Game Design Rhetorics; Absorption; Inwards Attention; Interiorly; Inwards Spaces; Hypnotic Digital Artefact; Hypnotic Digital Artefacts; Digital Artefacts; Digital Artefact; Neurolinguistic; Neuro Linguistic; Neuro-Linguistic;

    Abstract : This essay investigates what may constitute a hypnotic digital artefact from a design standpoint. This essay is meant to help designers who want to create hypnotic digital artefacts in the shape of a game, or researchers who wants to further this field. READ MORE

  4. 4. Leveling-Up With Cultural Heritage : Aspects from Gamification and Alternate Reality Games

    University essay from Blekinge Tekniska Högskola/Institutionen för teknik och estetik

    Author : Lisa Salomonsson; [2015]
    Keywords : Museum; Culture Heritage; Alternate Reality Game; Gamification; Museum Space; Flow; Experience Economy;

    Abstract : This thesis explores how heritage museums can engage more visitors to take part of cultural heritage in context to digital culture, and going deeper in on what implementation of gamification and alternate reality games can contribute with. Through the establishment of how the heritage museum space has changed since the implementation of technology, gives a response concerning new perspective in the experience economy. READ MORE