This may be the author’s version of a work that was submitted/accepted for publication in the following source: Sweetser, Penny, Johnson, Daniel,& Wyeth, Peta (2012) Revisiting the GameFlow model with detailed heuristics. Journal of Creative Technologies, 2012(3), pp. 1-16. This file was downloaded from: https://eprints.qut.edu.au/58216/ c Copyright 2012 The Authors This journal and associated articles are licensed under a Creative Com- mons Attribution-NonCommercial-NoDerivs 3.0 New Zealand License. Notice: Please note that this document may not be the Version of Record (i.e. published version) of the work. Author manuscript versions (as Sub- mitted for peer review or as Accepted for publication after peer review) can be identified by an absence of publisher branding and/or typeset appear- ance. If there is any doubt, please refer to the published source. http:// journal.colab.org.nz/ article/ 21 Revisiting the GameFlow Model with Detailed Heuristics Penelope Sweetser Daniel Johnson Peta Wyeth Queensland University of Technology Queensland University of Technology Queensland University of Technology Brisbane, Australia Brisbane, Australia Brisbane, Australia
[email protected] [email protected] [email protected] ABSTRACT games, what makes RTS games enjoyable, and the relative The GameFlow model strives to be a general model of player importance of each GameFlow element to RTS games. The result enjoyment, applicable to all game genres and platforms. Derived was a set of insights into how GameFlow presents in RTS games. from a general set of heuristics for creating enjoyable player However, in order to provide actionable heuristics for design and experiences, the GameFlow model has been widely used in evaluation, a more detailed and specific set of guidelines need to evaluating many types of games, as well as non-game be created.