The goal, or specific outcome, that a player works to achieve; fosters a sense of purpose - this is why some would argue that open-ended game-like experiences such as Sim City do not qualify as games because it does not have one of these set
What is an objective?
The tension one feels to resolve a conflict; increases steadily to keep player in an engaging balance that will not cause total frustration nor feelings of complete mastery
What is a challenge?
The common, more well-known label for being in flow
What is "in the zone"?
Challenges that are predictable but bring contentment as a player remains occupied; ex. matching colorful jewels with each other in Bejewled
What is busywork?
The authority and limitations on how to achieve the goal that players submit themselves to; promotes creativity and strategy in games
What are rules?
The story through which a player can contextualize their choices; promotes a player's emotional investment
What is a premise?
The two constructs that a player will lose sense of when in the state of flow
What are time and self?
Challenges within games that require cognitive faculties and extensively stimulate the player's mind; ex. answering math problems that increase in difficulty on Cool Math Games
What is mental work?
the uncertain ending of a game; though the objective can be achieved by all players, there are factors within the game system that affect this
What is an outcome?
A vessel for a player's participation; entry point to experiencing situations and conflicts through the guise of a mask that players can direct
What is a character?
Occurring across all types of games, an individual in flow will feel these; some examples include feeling intense yet relaxed, challenged yet effortless, lost yet present
What are paradoxes?
Challenges within a game that require movement of the body-- increasing heart rate and activity; ex. matching dance moves to the best of a player's ability in Dance Dance Revolution
What is physical work?
The signals that indicate how close a player is to achieving the goal; creates sense of motivation
What is a feedback system?
An active decision-maker who voluntarily participates and accepts the goal of a game; can have different needs or agendas and shift into roles such as: explorer, collector, director, storyteller, competitor, and more
What is a player?
The ideal combination of challenge and skill for a certain player that will keep them from falling into boredom or anxiety
What is the flow channel?
Challenges within a game that require investigating the unfamiliar; ex. exploring the depths of a hidden city in BioShock
What is discovery work?
What is voluntary participation?
voluntary obstacles and hard work that we choose for ourselves to put our personal strengths to use; Brian Sutton-Smith would say that this is the opposite of depression because it promotes optimism, capability, and activity
What is play?
The function within games that can push a player back into flow state and out of anxiety
Challenges within a game that require collaboration and large group cooperation; ex. each player hitting the correct notes and beats to perform a song and get past each level on Band Hero
What is teamwork?