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Flow, a state of optimal experience where one is completely absorbed and immersed in an activity, is an important phenomenon for studying and designing games.In this article, we synthesise the literature on flow in gaming to discern existing research streams, and identify the antecedents, dimensions, and outcomes of flow which are then integrated into a framework.Based on the findings, we provide suggestions for game design elements that practitioners, such as game designers, may find useful for creating or inducing flow in gaming.We also discuss implications for research and practice as well as provide suggestions for future research.
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Stored only when both papers are in the corpus — 71 citations exist upstream.
Papers that cite the same references — the relational fallback while embeddings are still backfilling.
Imported from OpenAlex (CC0) — nothing here is generated.