Essays about: "Csikszentmihalyi"
Found 4 essays containing the word Csikszentmihalyi.
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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 speldesignAbstract : 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
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2. Creativity Management in Creative Organizations : The Economic versus Creative Perspective
University essay from Linköpings universitet/Institutionen för ekonomisk och industriell utvecklingAbstract : 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
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3. A Hypnotic Digital Artefact
University essay from Uppsala universitet/Institutionen för speldesignAbstract : 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
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4. Leveling-Up With Cultural Heritage : Aspects from Gamification and Alternate Reality Games
University essay from Blekinge Tekniska Högskola/Institutionen för teknik och estetikAbstract : 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