Wednesday, October 7, 2009

World of Warcraft as a Flow Experience

World of Warcraft (WoW) is, as of this writing, the most successful MMORPG ever with well over ten million subscribers paying a monthly fee to play. It is a well thought out, cleverly designed, game with great graphics, good performance and good reliability. It is also a flow experience. In order to support this claim, I will take the criteria provided for flow experiences in the Wikipedia article and, over the next few posts, explain them in terms of WoW.

As a reminder, the Wikipedia article provides the following criteria:
  1. Clear goals (expectations and rules are discernible and goals are attainable and align appropriately with one's skill set and abilities). Moreover, the challenge level and skill level should both be high.[2]
  2. Concentrating, a high degree of concentration on a limited field of attention (a person engaged in the activity will have the opportunity to focus and to delve deeply into it).
  3. A loss of the feeling of self-consciousness, the merging of action and awareness.
  4. Distorted sense of time, one's subjective experience of time is altered.
  5. Direct and immediate feedback (successes and failures in the course of the activity are apparent, so that behavior can be adjusted as needed).
  6. Balance between ability level and challenge (the activity is neither too easy nor too difficult).
  7. A sense of personal control over the situation or activity.
  8. The activity is intrinsically rewarding, so there is an effortlessness of action.
  9. People become absorbed in their activity, and focus of awareness is narrowed down to the activity itself, action awareness merging.
For purposes of explaination, I will divide these criteria in two categories: structural and experiential. The structural elements 1, 5, 6, and 7 can be explained in terms of the game design. The experiential elements 2,3,4,7,8 and 9 can only be explained in reference to subjective play experience. Demonstration of the structural elements is fairly straightforward. The experiential elements will be verified largely from self reporting. That is, I have played the game and I had certain experiences. In order to really nail this down from a research perspective a great deal more work would have to done. So, I will also discuss how such research might proceed. This is a lot to do. So, in the next post, we will get started on the structural elements.

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