Fiero and Flow in Online Competitive Gaming: The Gaming Engagement Framework

Fiero and Flow in Online Competitive Gaming: The Gaming Engagement Framework

Sharon Andrews (University of Houston-Clear Lake, USA), Robert E. Bradbury (University of Houston-Clear Lake, USA) and Caroline M. Crawford (University of Houston-Clear Lake, USA)
Copyright: © 2020 |Pages: 15
DOI: 10.4018/IJGCMS.2020010102

Abstract

This paper explores the concept of fiero as it relates to online competitive gaming, resulting in a framework focused upon levels of fiero and flow, labeled as the gaming engagement framework. More specifically, the paper describes this framework and its supporting methods as can be applied to measure perceived intensity and engagement levels leading to fiero, and concentration and collaboration levels leading to flow, giving an overall prediction of the level of fiero and flow that a game is capable of eliciting. The use of both quantitative and qualitative data in support of the framework offers a mixed-methods approach towards discovery of both weak areas and strong areas of fiero and flow, along with a collection of literal user perceptions. This framework can be applied at the prototyping phase during game development as well as at incrementally advancing levels of product development through pre- and post-production.
Article Preview
Top

Background

Benefits Online Competitive Gaming

The social benefits of online competitive gaming are real and important as they provide gamers who may be socially awkward and isolated at school or work and outlet for human engagement by utilizing online computer games to interact in real-time with hundreds or even thousands of like-minded human players on a regular basis This sense of community, camaraderie and even the competition and team building are all important self-reported social benefits to avid gamers.

Video games have also been reported to help with learning, as well as provide high levels of motivation for learning (Sharritt & Suthers, 2011). Online competitive gaming has been reported to be used to promote second language skills, particularly in MMORPG (massive multiplayer online role-playing games) environments (Dixon & Christison, 2018). Such learning was reported to be a result of inherent collaboration and co-construction activity requirements and partly driven by a participant's high motivation to engage with the game in the required languages (Peterson, 2010, 2016) Such reports provide indications of both a social and cognitive benefit of online competitive gaming.

For online competitive gaming, physically disabled players can compete equally well if they are able to user upper body functions to operative the computer controls and their eyes and mind to think quickly. As quoted within Baig’s (2019) article, “Barlet of AbleGamers describes video games as ‘the great equalizer. You don’t know if I’m disabled. You just know that I’m an ogre or whatever character or manifestation I am in the game. To me, games are about community, about connecting with a shared experience.’” (para. 39). This last statement further illustrating the social benefit of games, but the most far-reaching real-life benefit of online gaming is its ability to bring the physical natures of competition, its intensity, concentration, enjoyment and collaboration, to a world of physically disabled people who without this virtual physical world would have no way to experience what it feels like to compete in such competitive sports. They are able to compete equally along-side with and against physically able competitors and make social connections by virtue of the social interactions afforded by online competitive gaming.

Complete Article List

Search this Journal:
Reset
Open Access Articles
Volume 13: 4 Issues (2021): Forthcoming, Available for Pre-Order
Volume 12: 4 Issues (2020): 1 Released, 3 Forthcoming
Volume 11: 4 Issues (2019)
Volume 10: 4 Issues (2018)
Volume 9: 4 Issues (2017)
Volume 8: 4 Issues (2016)
Volume 7: 4 Issues (2015)
Volume 6: 4 Issues (2014)
Volume 5: 4 Issues (2013)
Volume 4: 4 Issues (2012)
Volume 3: 4 Issues (2011)
Volume 2: 4 Issues (2010)
Volume 1: 4 Issues (2009)
View Complete Journal Contents Listing