C. Flow Theory For the purpose of this study we observed and documented students using games in classroom settings while maintaining an experience of what Mihaly Csikszentmihalyi’s calls Flow [25], the feeling of complete and energized focus in an activity, with a high level of enjoyment and fulfillment [24] Flow theory has been combined with Goffman’s Frame Theory to describe focus attention and engrossment. More precisely what Goffman [22] describes as “euphoric ease” or “spontaneous engrossment” equals what Csikszentmihalyi 4545 describes as flow, and SDT describes as a state of autonomous motivation. According to Mihaly Csikszentmihalyi's [25] well-documented research and wide-scale gathering of personal observations, the phenomenology of Flow has eight major components. 1. A challenge activity that requires skills 2. The merging of action and awareness 3. Clear goals 4. Direct feedback 5. Concentration on the task at hand 6. The sense of control 7. The loss of self-consciousness 8. The transformation of time According to Csikszentmihalyi, not all of these components are needed for flow to be experienced [25]