Flow State
Game Design
Focus
Rewards
Miscellaneous
100

What is the psychological term for being completely absorbed in an activity?

flow

100

What must game difficulty do as a player improves?

increase at the same rate  Paragraph 7)

100

What is the article’s simile for focus and our ability to pay attention?

What is a flashlight beam – Paragraph 8)

100

What brain chemical is released when a player earns a reward?

dopamine – Paragraph 12)

100

According to the author, what is the reason we play video games?

designed to get us into flow state as quickly as possible – Paragraph 4

200

According to the article, how does being in a "flow state" effect your ability to complete difficult tasks?

make them feel effortless and easy to complete

200

What simile does the article use to explain how much information a player can handle at once?

 backpack – Paragraph 7

200

If there are too many distractions in a game, what happens?

What is losing focus or feeling disoriented – Paragraph 9)

200

According to the article, what do the best games do to making their long term goals?

breaking them into small, manageable chunks – Paragraph 13

200

What common gaming experience does the author describe in the introduction to the essay?

losing over and over – Paragraph 1

300

Flow happens only when... 

there’s a perfect balance between the challenge of the game and the skill level of the player

300

If a player isn’t sure what to do in a game, what might be missing?

clear feedback or goals

300

Name one thing that can pull a player out of the flow state.

What is too much information, distractions, or unclear goals – Paragraph 9

300

What is an example of a micro-reward in a game?

leveling up, earning points, unlocking new items – Paragraph 13)

300

Paragraph 2 is an example of what?

a rhetorical question

400

Name one real-world activity (besides gaming) where people experience flow.

sports, music, art, reading

400

What is the article talking about when it says a game "should be difficult,” Madigan says, “but just possible.” 

the perfect level of challenge – Paragraph 6

400

What metaphor is used to describe what happens to our focus when there is too much information or irrelevant information?

our focus blows a fuse.  – Paragraph 10 compares our brain to a fuse box 

400

Why do games use rewards?

keep players motivated and engaged and activate the dopamine in our brains – Paragraph 12

400

What was the author's purpose in writing this essay?

the author's purpose was to inform the reader how good game design increases our willingness to play the game. 

500

Who is the expert quoted in the article that explains the flow state?

 Jamie Madigan

500

According to the article, in order to keep us in the zone, games have to increase their level of _________ at precisely the same rate at which players improve their level of ________ . 

difficulty & skill – Paragraph 7)

500

How are game designers similar to movie directors?

If they do their job right, they both steer our attention from one challenge to the next – Paragraph 10)

500

The article compares games without rewards to what food without syrup?

pancakes- Paragraph 11

500

What technique does the author use to hook the reader?

anecdote or short story – Paragraph 1