2024 Volume 13 Issue 2 Pages 19-30
There are two main opposing positions on the merits and demerits of games. One side focuses on game addiction and aims to prevent or treat it, while the other side aims to use games in various fields. Either way, games have some appeal and have the power to immerse and engage people.
In this paper, we focus on the engagement in games and first overview the definition of game engagement in psychology based on the Game Engagement Questionnaire (GEQ) and the definition of “flow” proposed by Csikszentmihalyi and the conditions under which it occurs. We focus on flow not only because it is an element of engagement but also because it has a high affinity with games and, in particular, has the potential to be connected to the utilization of games (i.e., gamification). Next, we will analyze flow from a philosophical aspect and clarify the relationship between flow and mind-body from the standpoint of mind-body dualism. We will then clarify the difference between flow, which is a positive concept, and assimilation, which is a negative concept (in the sense that it is close to dependence) and discuss what elements can be used in gamification. In the process, the GEQ itself, as a starting point, will be re-examined. Finally, the problems with the GEQ will be clarified, and directions will be provided for the creation of a new questionnaire.