Game Structure
Elements of a Game
Flow Theory
Types of Work in Games
100

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?

100

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?

100

The common, more well-known label for being in flow 

What is "in the zone"?

100

Challenges that are predictable but bring contentment as a player remains occupied; ex. matching colorful jewels with each other in Bejewled

What is busywork?

200

The authority and limitations on how to achieve the goal that players submit themselves to; promotes creativity and strategy in games

What are rules?

200

The story through which a player can contextualize their choices; promotes a player's emotional investment

What is a premise?

200

The two constructs that a player will lose sense of when in the state of flow

What are time and self?

200

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?

300

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?

300

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?

300

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?

300

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?

400

The signals that indicate how close a player is to achieving the goal; creates sense of motivation

What is a feedback system?

400

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?

400

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?

400

Challenges within a game that require investigating the unfamiliar; ex. exploring the depths of a hidden city in BioShock

What is discovery work?

500
When a player willingly and knowingly accepts to take on the goal of a game; this brings players to common ground and allows a gaming experience to be safe and pleasureable

What is voluntary participation?

500

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?

500

The function within games that can push a player back into flow state and out of anxiety

What is the Dynamic Difficulty Adjustment (DDA)?
500

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?