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Experience of flow in games and using it to improve well-being: A critical review

Original price was: ₹ 202.00.Current price is: ₹ 200.00.

Pages: 116-120
Mahimna Vyas (School of Psychology, University of Bolton, England,UK)

“The destiny of games is to become boring…Fun is a process and routine is its destination (Koster, 2013).” This paper reviews the role of experiencing flow in videogames and identifies the precursors, properties, and probable outcomes. The potential importance of games has not been adequately studied in terms of the benefits for young individuals who are at risk (Kutner & Olson, 2008). The aim of this review is to increase the awareness about association between games and flow and to provide a model of flow in gaming that can be applied to improve wellbeing. This paper distinguishes the strengths of current games that generate positive affect, better functioning and scopes of socializing that promotes and supports player’s mental health and collective well-being of the gaming community

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Pages: 116-120
Mahimna Vyas (School of Psychology, University of Bolton, England, UK)