(sala.2011)
The aim of a game design is to make sure the player is in a state of flow. For a state of flow you need:Clear goals,No distractions, Direct feedback, and Continuously challenging. "challenge that lies between boredom and frustration, for both of these unpleasant extremes cause our mind to change its focus to a new activity" (Schell,j. 2008)
The one who came up with and researched flow was psychologist MihalyCsikszentmihalyi. Who even wrote a book called: 'Flow'.The book discussed "Positive aspects of human experience - joy, creativity, a process of total self involvement with life I call flow" (Csikszentmihalyi, M.2002). The effect of cognitive flow is a: "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." (Baron.2012).
So when a game has goals, feedback, and challenge and the Challenge matches the skills of the player then flow should be achieved. When in flow the player should experience a loss of self awareness and distortion of time. When this happens the player should have a sense of complete focus, joy and self involvement with the game.
Bibliography
Baron, S. (2012). Cognitive Flow: The Psychology of Great Game Design. [online] Gamasutra.com. Available at: http://www.gamasutra.com/view/feature/166972/cognitive_flow_the_psychology_of_.php [Accessed 16 Mar. 2016].
Csikszentmihalyi, M. (2002). Flow. London: Rider.
Sala, Toni. "Game Theory Applied: The Flow Channel". Indie Dev Stories. N.p., 2011. Web. 21 Jan. 2016.
Schell, J. (2008). The art of game design. Amsterdam: Elsevier/Morgan Kaufmann, p.121.
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