An Investigation of Flow Theory in an Online Game
Goldman School of Public Policy Working Paper (April 2019)
Abstract
I use data from a short, repetitive online game to explore the role of Flow Theory in motivation and game play. For each player, the Flow-Theory channel in which they are most likely to continue playing the game is identified, and players are categorized into types accordingly. Boredom and Relaxation types are most common. Flow types are among the least common, making up 11% of players. Flow types have the lowest skill level, but challenge themselves the most, and are most likely to make use of self-control devices available within the game. Control types play most frequently and over a longer period of weeks. Apathy types are high skill but seek out low challenges and are least likely to make use of self-control devices. Flow and control types are more likely to play during the workday. Relaxation, boredom and apathy types are more likely to play during workday evenings.