GameFlow Model: Evaluating the Enjoyment and Feasibility of a Mobile-Based Story-Listening Game for Preschoolers at Cognitive Risk for Dyslexia
Mellisa Chin, Nanyang Technological University (Singapore)
Thirishankari Aruthanan, Nanyang Technological University (Singapore)
Abstract
Effective engagement is a critical element for the success of serious gaming interventions, as insufficiently engaging games can result in diminished participation and restricted learning outcomes. The GameFlow model (Sweetser & Wyeth, 2005) was developed to guide developers in creating and evaluating enjoyable educational games; however, many language-focused serious games lack comprehensive assessments of both enjoyment and feasibility. This study examines the enjoyment and feasibility of a mobile-based story-listening game designed for preschoolers at cognitive risk for dyslexia, grounded in GameFlow principles. Additionally, it explores the game's potential to support early literacy development. As part of a preventive reading intervention, 78 five- and six-year-old preschoolers identified as cognitively at risk for dyslexia engaged with the game for 12 weeks, four days per week, either in conjunction with a phonics-based intervention or alongside control games. The game involved listening to narrated stories and responding to content-related questions. Enjoyment was evaluated using a questionnaire and GameFlow assessments. Feasibility was measured through question response accuracy (QRA), attrition rates, game exposure, and total training duration. The relationships between enjoyment, difficulty, and feasibility were explored, alongside the game's potential effects on early literacy development. Data from 78 participants indicated overall positive engagement, though the GameFlow evaluation identified areas for design improvement. QRA confirmed appropriate difficulty levels. With a 23% attrition rate, 77% of participants completed 100% of the game, with varying training durations. Higher QRA was associated with greater game exposure, while lower QRA correlated with prolonged training time. Growth in QRA was associated with game phase progression and phonological processing skills. The tablet-based story-listening game demonstrated both feasibility and engagement, though design refinements could further optimize the user experience. Preliminary findings suggest its potential to enhance early literacy development, warranting further investigation through expanded trials.
Keywords: GameFlow, mobile application, enjoyment, feasibility, early literacy
Reference
[1] Sweetser, P., & Wyeth, P. (2005). GameFlow: a model for evaluating player enjoyment in games. Computers in Entertainment (CIE), 3(3), 3-3.