ABSTRACT

ABSTRACT: People usually expect certain entertainment when they play some games. This can be measured by using a game enjoyment measurement model called GameFlow and EGameFlow. However, they still need improvement in particular being able to measure how the game can affect the player’s life. In this study, an extended model of the player’s enjoyment model called XGameFlow will be analyzed. This model adds one criterion, that called persuasion. The criterion itself will be tested by using a combination of within-subject design and between-subject design. The test involved three different games and participants from two different countries. The criterion will be validated by using confirmatory factor analysis to recognize whether it should be added to the previous model. The results proved that XGameFlow model can be used as a measurement tool of player enjoyment in playing games, and the model does not depend too much to the difference of a player’s culture or country.