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Flow, a state of optimal experience where one is completely absorbed and immersed in an activity, is an important phenomenon for studying and designing games. In this article, we synthesise the literature on flow in gaming to discern existing research streams, and identify the antecedents, dimensions, and outcomes of flow which are then integrated into a framework. Based on the findings, we provide suggestions for game design elements that practitioners, such as game designers, may find usefuldoi:10.1504/ijisam.2014.062288 fatcat:65lbr3jwrzeknklligmkhbqhya