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What makes games fun?Creating Enhanced PlayJani CortesiniExtra Life: A Gaming Event for Brands26th Oct, 2011
Game doesn’t automatically =           Fun
Play = Fun
A well designed game feels   like enhanced play
So, what does play feel like?
And how do we design a game    that enhances play?
Anticipation Poise                     Surprise           playStrength                   Pleasure           Understanding
Anticipation Poise                     SurpriseStrength                   Pleasure           Understanding
The perfect balance between these   two emotions is called ‘flow’     Mihaly Csikszentmihalyi – Flow: The Psychology of Op...
Flow is enhanced play
A well designed game is allabout keeping a player in ‘flow’
ChallengeSkill
ChallengeSkill
ChallengeSkill
How do we keep players in ‘flow’?
How do we keep players in ‘flow’?   Interesting goals to master         Clear feedback       A meaning for it all
How do we keep players in ‘flow’?   Interesting goals to master         Clear feedback       A meaning for it all
A set of goals to achieve within      a given set of rules
A set of interesting goals toachieve within a given set of      interesting rules
But not just goals,it’s goals that get progressively        harder to master
It’s easy to tell what games my husbandenjoys the most. If he screams, ‘I hate it, Ihate it, I hate it,’ then I know two t...
The mix of success and failure onthe path to game mastery is the    ultimate emotional high
Fun is another word for learning     Raph Koster – A Theory of Fun for Game Design
ChallengeSkill
Interesting goals to master      Clear feedback    A meaning for it all
Interesting goals to master      Clear feedback    A meaning for it all
Meaning helps create ‘sensual’         immersion
Meaning is a gateway into ‘flow’
Imagine Chess as Macbeth  Clint Hocking – Immersive Fidelity in Games
In conclusion...
ChallengeSkill
Interesting goals to master             +      Clear feedback             +    A meaning for it all
Interesting goals to master             +      Clear feedback             +    A meaning for it all  =
Thanks!jani.c@inferno-group.comingiro.tumblr.com
Useful links and sourcesFlow in Games - http://www.jenovachen.com/flowingames/introduction.htmFlow: The Psychology of Opti...
What makes games fun?
What makes games fun?
What makes games fun?
What makes games fun?
What makes games fun?
What makes games fun?
What makes games fun?
What makes games fun?
What makes games fun?
What makes games fun?
What makes games fun?
What makes games fun?
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What makes games fun?

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Transcript of "What makes games fun?"

  1. 1. What makes games fun?Creating Enhanced PlayJani CortesiniExtra Life: A Gaming Event for Brands26th Oct, 2011
  2. 2. Game doesn’t automatically = Fun
  3. 3. Play = Fun
  4. 4. A well designed game feels like enhanced play
  5. 5. So, what does play feel like?
  6. 6. And how do we design a game that enhances play?
  7. 7. Anticipation Poise Surprise playStrength Pleasure Understanding
  8. 8. Anticipation Poise SurpriseStrength Pleasure Understanding
  9. 9. The perfect balance between these two emotions is called ‘flow’ Mihaly Csikszentmihalyi – Flow: The Psychology of Optimal Experience
  10. 10. Flow is enhanced play
  11. 11. A well designed game is allabout keeping a player in ‘flow’
  12. 12. ChallengeSkill
  13. 13. ChallengeSkill
  14. 14. ChallengeSkill
  15. 15. How do we keep players in ‘flow’?
  16. 16. How do we keep players in ‘flow’? Interesting goals to master Clear feedback A meaning for it all
  17. 17. How do we keep players in ‘flow’? Interesting goals to master Clear feedback A meaning for it all
  18. 18. A set of goals to achieve within a given set of rules
  19. 19. A set of interesting goals toachieve within a given set of interesting rules
  20. 20. But not just goals,it’s goals that get progressively harder to master
  21. 21. It’s easy to tell what games my husbandenjoys the most. If he screams, ‘I hate it, Ihate 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
  22. 22. The mix of success and failure onthe path to game mastery is the ultimate emotional high
  23. 23. Fun is another word for learning Raph Koster – A Theory of Fun for Game Design
  24. 24. ChallengeSkill
  25. 25. Interesting goals to master Clear feedback A meaning for it all
  26. 26. Interesting goals to master Clear feedback A meaning for it all
  27. 27. Meaning helps create ‘sensual’ immersion
  28. 28. Meaning is a gateway into ‘flow’
  29. 29. Imagine Chess as Macbeth Clint Hocking – Immersive Fidelity in Games
  30. 30. In conclusion...
  31. 31. ChallengeSkill
  32. 32. Interesting goals to master + Clear feedback + A meaning for it all
  33. 33. Interesting goals to master + Clear feedback + A meaning for it all =
  34. 34. Thanks!jani.c@inferno-group.comingiro.tumblr.com
  35. 35. Useful links and sourcesFlow in Games - http://www.jenovachen.com/flowingames/introduction.htmFlow: The Psychology of Optimal Experience - http://www.amazon.com/exec/obidos/tg/detail/-/0060920432?_encoding=UTF8&m=ATVPDKIKX0DER&v=glanceThe Future of UX is Play - http://www.slideshare.net/NicoleLazzaro/ux-week-the-future-of-ux-is-playI-Fi Immersive Fidelity in Games - http://clicknothing.typepad.com/ and hereDesigning for Engagement and Sustained Satisfaction – www.immersyve.comMeaningful Play. Getting Gamification Right - http://www.slideshare.net/dings/meaningful-play-getting-gamification-rightLoving 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-BoxLudology meets Narratology - http://www.ludology.org/articles/ludology.htmPlay - http://www.stuartbrownmd.com/All round essential reads – www.gamasutra.com / www.insidesocialgames.com / www.gamepro.com
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