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What makes games fun? Creating Enhanced Play Jani Cortesini Extra Life: A Gaming Event for Brands 26 th Oct, 2011
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Page 1: What makes games fun?

What makes games fun?Creating Enhanced Play

Jani CortesiniExtra Life: A Gaming Event for Brands26th Oct, 2011

Page 2: What makes games fun?
Page 3: What makes games fun?

Game doesn’t automatically =Fun

Page 4: What makes games fun?

Play = Fun

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A well designed game feels like enhanced play

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So, what does play feel like?

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And how do we design a game that enhances play?

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Anticipation

Surprise

Pleasure

Understanding

Strength

Poise

play

Page 10: What makes games fun?

Anticipation

Surprise

Pleasure

Understanding

Strength

Poise

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The perfect balance between these two emotions is called ‘flow’

Mihaly Csikszentmihalyi – Flow: The Psychology of Optimal Experience

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Flow is enhanced play

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A well designed game is all about keeping a player in ‘flow’

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Skill

Ch

alle

nge

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Skill

Ch

alle

nge

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Skill

Ch

alle

nge

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How do we keep players in ‘flow’?

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How do we keep players in ‘flow’?

Interesting goals to masterClear feedback

A meaning for it all

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How do we keep players in ‘flow’?

Interesting goals to masterClear feedback

A meaning for it all

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A set of goals to achieve within a given set of rules

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A set of interesting goals to achieve within a given set of

interesting rules

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But not just goals, it’s goals that get progressively

harder to master

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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

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The mix of success and failure on the path to game mastery is the

ultimate emotional high

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Fun is another word for learning

Raph Koster – A Theory of Fun for Game Design

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Skill

Ch

alle

nge

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Interesting goals to masterClear feedback

A meaning for it all

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Interesting goals to masterClear feedback

A meaning for it all

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Meaning helps create ‘sensual’ immersion

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Meaning is a gateway into ‘flow’

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Imagine Chess as Macbeth

Clint Hocking – Immersive Fidelity in Games

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In conclusion...

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Skill

Ch

alle

nge

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Interesting goals to master+

Clear feedback+

A meaning for it all

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Interesting goals to master+

Clear feedback+

A meaning for it all

=

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Thanks!

[email protected]

ingiro.tumblr.com

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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