Game Fun
Game Fun
In this weeks reading, I learned about Gamification and the social aspects of fun in games. Games are characterized using 3 components Mechanics, Dynamics and Aesthetics also known as, rules - system - "Fun". Fun is defined by both Oxford and Merrian dictionaries as enjoyment and delight but in relation to a game it can be defined as a form of enjoyable entertainment. There are 8 types of fun described by the MDA. This is the most recognized list of player experiences that join together in many ways. This is what makes a game fun or appealing to each individual player.
Marc LeBlanc's 8 Kinds of Fun
8 Kinds of Fun
The 4 Keys to Fun
Game designer Nicole Lazzaro ran a research study where she identified 4 key emotions while playing. Larrazo's findings cemented the foundations for gamification by providing "new methods for increasing engagement with play". Nicole Lazzaro and many game designers use this list to sell their games. The more you emotions you connect with will lead to more experiences for each individual player. It is vital for game designers to include these characteristics in their game. As you tick these off, your game should be increasingly improving and ultimately become more enjoyable.
- Easy Fun (Novelty): Curiosity from exploration, role play, and creativity
- Hard Fun (Challenge): Fiero, the epic win, from achieving a difficult goal
- People Fun (Friendship): Amusement from competition and cooperation
- Serious Fun (Meaning): Excitement from changing the player and their world
Flow
The Concept of flow is know as the balance between skill-challenge and the individual's enjoyment. When the player is in flow the are enjoying what they are doing. Players feel a sense of reward and this leads more engagement.
Fun is all about learning. Games help people become more creative and imaginative, as you participate in a game your brain is trying to figure out patterns and sequences and learn in order to achieve something or win. Creativity helps when it comes to the development of your game. It allows you to see different challenges and determine the progression of your game. Being creative will only increase the engagement players have with the game.
The GameFlow model shows a structure of games associated with the experience of flow and enjoyment during gaming. As stated by Kaye and Byrce (2012) “a large body of research has investigated the negative effects of playing video games” yet “there has been less examination of the psychological experiences associated with the activity”. We can establish different types of fun in games that fulfil our need for entertainment. People can experience a range of emotions during gameplay. Gameplay gives us an opportunity for flow balance and learning
References
http://www.megamification.com/727-2/
https://www.youtube.com/watch?v=6sZJYA06z7Y&feature=emb_logo&ab_channel=TheGameOveranalyser
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