What makes games fun?
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What makes games fun?

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What makes games fun? What makes games fun? Presentation Transcript

  • 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 Optimal Experience
  • 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 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
  • 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 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