Reaching Ecstatic 'Flow' States (Repeatedly): In Videogames & Socialweb Comment Storms Via the Reality & Imagination Sciences Continuum
15 Pages Posted: 14 Apr 2013
Date Written: April 2, 2013
Question How do we repeat amazement? How do creative industry firms achieve “home run 2” after any home run 1? Approach A theoretical framework — the Reality & Imagination Sciences Continuum — approach is applied to specify 28 sciences between the utterly unreal through the utterly real to the utterly huge change in what is real, and for each pair of them (14 pairs in all), an attraction dimension they are based on that can be the basis of designing creative products that repeatedly amaze users, markets, history. Method 20 diverse fields and the theories of engagement or attention-holding dominant in each of them were surveyed, and those engagement/attention models from them organized in a careful hierarchy and sequence to form the Reality & Imagination Sciences Continuum. The best models from each field for the attraction model of each field — that specifies what makes some form of involvement appealing to participants — were collected and refined so they could all be applied to assessing and designing artifacts of creative industries — games, arts, concerts, songs, socialweb sites, and other apps or devices. Data and analysis Short simple forms of assessment for each of the 14 dimensions were developed and applied to ten best, average, and worst selling fantasy games, to see which of the 14 dimensions best distinguished them. Results Six of the 14 dimensions were found to each distinguish those well, with enough power to make mean squared distance correlations unnecessary. Discussion and implications The results suggest a multi-year project of elaborating/perfecting assessment instruments for each of the 14 dimensions, is warranted, as is assessing past creative works along the dimensions, and using the dimensions to guide future design work.
Keywords: game-simulation-worksystem continuum, non-linear system dyanmics. system effects, social automata, computational sociality, rhythms of socialness, measures of socialness, creativity model repertoires, high performance team traits, purposes of all arts, creation power dynamics
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