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What makes games fun. Creating Enhanced Play.
What makes games fun. Creating Enhanced Play.
What makes games fun. Creating Enhanced Play.
What makes games fun. Creating Enhanced Play.
What makes games fun. Creating Enhanced Play.
What makes games fun. Creating Enhanced Play.
What makes games fun. Creating Enhanced Play.
What makes games fun. Creating Enhanced Play.
What makes games fun. Creating Enhanced Play.
What makes games fun. Creating Enhanced Play.
What makes games fun. Creating Enhanced Play.
What makes games fun. Creating Enhanced Play.
What makes games fun. Creating Enhanced Play.
What makes games fun. Creating Enhanced Play.
What makes games fun. Creating Enhanced Play.
What makes games fun. Creating Enhanced Play.
What makes games fun. Creating Enhanced Play.
What makes games fun. Creating Enhanced Play.
What makes games fun. Creating Enhanced Play.
What makes games fun. Creating Enhanced Play.
What makes games fun. Creating Enhanced Play.
What makes games fun. Creating Enhanced Play.
What makes games fun. Creating Enhanced Play.
What makes games fun. Creating Enhanced Play.
What makes games fun. Creating Enhanced Play.
What makes games fun. Creating Enhanced Play.
What makes games fun. Creating Enhanced Play.
What makes games fun. Creating Enhanced Play.
What makes games fun. Creating Enhanced Play.
What makes games fun. Creating Enhanced Play.
What makes games fun. Creating Enhanced Play.
What makes games fun. Creating Enhanced Play.
What makes games fun. Creating Enhanced Play.
What makes games fun. Creating Enhanced Play.
What makes games fun. Creating Enhanced Play.
What makes games fun. Creating Enhanced Play.
What makes games fun. Creating Enhanced Play.
What makes games fun. Creating Enhanced Play.
What makes games fun. Creating Enhanced Play.
What makes games fun. Creating Enhanced Play.
What makes games fun. Creating Enhanced Play.
What makes games fun. Creating Enhanced Play.
What makes games fun. Creating Enhanced Play.
What makes games fun. Creating Enhanced Play.
What makes games fun. Creating Enhanced Play.
What makes games fun. Creating Enhanced Play.
What makes games fun. Creating Enhanced Play.
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What makes games fun. Creating Enhanced Play.

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  • 1. What makes games fun?Creating Enhanced PlayJani CortesiniExtra Life: A Gaming Event for Brands26th Oct, 2011
  • 2. Game doesn’t automatically = Fun
  • 3. Play = Fun
  • 4. A well designed game feels like enhanced play
  • 5. So, what does play feel like?
  • 6. And how do we design a game that enhances play?
  • 7. Anticipation Poise Surprise playStrength Pleasure Understanding
  • 8. Anticipation Poise SurpriseStrength Pleasure Understanding
  • 9. The perfect balance between these two emotions is called ‘flow’ Mihaly Csikszentmihalyi – Flow: The Psychology of Optimal Experience
  • 10. Flow is enhanced play
  • 11. A well designed game is allabout keeping a player in ‘flow’
  • 12. ChallengeSkill
  • 13. ChallengeSkill
  • 14. ChallengeSkill
  • 15. How do we keep players in ‘flow’?
  • 16. How do we keep players in ‘flow’? Interesting goals to master Clear feedback A meaning for it all
  • 17. How do we keep players in ‘flow’? Interesting goals to master Clear feedback A meaning for it all
  • 18. A set of goals to achieve within a given set of rules
  • 19. A set of interesting goals toachieve within a given set of interesting rules
  • 20. But not just goals,it’s goals that get progressively harder to master
  • 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. The mix of success and failure onthe path to game mastery is the ultimate emotional high
  • 23. Fun is another word for learning Raph Koster – A Theory of Fun for Game Design
  • 24. ChallengeSkill
  • 25. Interesting goals to master Clear feedback A meaning for it all
  • 26. Interesting goals to master Clear feedback A meaning for it all
  • 27. Meaning helps create ‘sensual’ immersion
  • 28. Meaning is a gateway into ‘flow’
  • 29. Imagine Chess as Macbeth Clint Hocking – Immersive Fidelity in Games
  • 30. In conclusion...
  • 31. ChallengeSkill
  • 32. Interesting goals to master + Clear feedback + A meaning for it all
  • 33. Interesting goals to master + Clear feedback + A meaning for it all =
  • 34. Thanks!jani.c@inferno-group.comingiro.tumblr.com
  • 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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