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Cognitive FLOW
: The Psychology of Great Game Design




                          Dept. of Digital Contents

                        071908 Taekmin Jeong
You sit down, ready to get in a few minutes of gaming.

Hours pass and you suddenly become aware that you're making ridiculous
faces and moving like a contortionist while trying to reach that new high score.
You ask yourself :
Where did the time go? When did I sprain my ankle?
√   Extreme focus on a task.
√   A sense of active control.
√   Merging of action and awareness.
√   Loss of self-awareness.
√   Distortion of the experience of time.
√   The experience of the task being the only necessary
√   justification for continuing it.
1. Games should have concrete goals with manageable rules.
1. Games should have concrete goals with manageable rules.
2. Games should only demand actions that fit within a player's
   capabilities.
1. Games should have concrete goals with manageable rules.
2. Games should only demand actions that fit within a player's
   capabilities.
3. Games should give clear and timely feedback on player
   performance.
1. Games should have concrete goals with manageable rules.
2. Games should only demand actions that fit within a player's
   capabilities.
3. Games should give clear and timely feedback on player
   performance.
4. Games should remove any extraneous information that
   inhibits concentration.
THANK YOU


Source :
http://www.gamasutra.com/view/feature/166972/cognitive_flow_the_psychology_of_.php

Img :
http://blog.naver.com/bigshoe2?Redirect=Log&logNo=20148433529

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Cognitive flow

  • 1. Cognitive FLOW : The Psychology of Great Game Design Dept. of Digital Contents 071908 Taekmin Jeong
  • 2. You sit down, ready to get in a few minutes of gaming. Hours pass and you suddenly become aware that you're making ridiculous faces and moving like a contortionist while trying to reach that new high score.
  • 3. You ask yourself : Where did the time go? When did I sprain my ankle?
  • 4.
  • 5. Extreme focus on a task. √ A sense of active control. √ Merging of action and awareness. √ Loss of self-awareness. √ Distortion of the experience of time. √ The experience of the task being the only necessary √ justification for continuing it.
  • 6. 1. Games should have concrete goals with manageable rules.
  • 7. 1. Games should have concrete goals with manageable rules. 2. Games should only demand actions that fit within a player's capabilities.
  • 8. 1. Games should have concrete goals with manageable rules. 2. Games should only demand actions that fit within a player's capabilities. 3. Games should give clear and timely feedback on player performance.
  • 9. 1. Games should have concrete goals with manageable rules. 2. Games should only demand actions that fit within a player's capabilities. 3. Games should give clear and timely feedback on player performance. 4. Games should remove any extraneous information that inhibits concentration.