19. How do we keep players in ‘flow’?
Interesting goals to master
Clear feedback
A meaning for it all
20. How do we keep players in ‘flow’?
Interesting goals to master
Clear feedback
A meaning for it all
21. A set of goals to achieve within
a given set of rules
22. A set of interesting goals to
achieve within a given set of
interesting rules
23.
24.
25.
26. But not just goals,
it’s goals that get progressively
harder to master
27. It’s easy to tell what games my husband
enjoys the most. If he screams, ‘I hate it, I
hate it, I hate it,’ then I know two things:
(a) he’s going to finish it, and then (b) he’s
gonna buy version 2
Nicole Lazzaro – The Future of UX is Play
28. The mix of success and failure on
the path to game mastery is the
ultimate emotional high
29. Fun is another word for learning
Raph Koster – A Theory of Fun for Game Design
47. Useful links and sources
Flow in Games - http://www.jenovachen.com/flowingames/introduction.htm
Flow: The Psychology of Optimal Experience - http://www.amazon.com/exec/obidos/tg/detail/-
/0060920432?_encoding=UTF8&m=ATVPDKIKX0DER&v=glance
The Future of UX is Play - http://www.slideshare.net/NicoleLazzaro/ux-week-the-future-of-ux-is-play
I-Fi Immersive Fidelity in Games - http://clicknothing.typepad.com/ and here
Designing for Engagement and Sustained Satisfaction – www.immersyve.com
Meaningful Play. Getting Gamification Right - http://www.slideshare.net/dings/meaningful-play-getting-gamification-
right
Loving your player with Juicy Feedback - http://www.cs.northwestern.edu/~hunicke/
A Theory of Fun for Game Design - http://www.raphkoster.com/
Peering into the Black Box of Player Behaviour: The Player Experience Panel at Microsoft Game Studios -
http://www.gdcvault.com/play/1012646/Peering-into-the-Black-Box
Ludology meets Narratology - http://www.ludology.org/articles/ludology.htm
Play - http://www.stuartbrownmd.com/
All round essential reads – www.gamasutra.com / www.insidesocialgames.com / www.gamepro.com