http://jenovachen.com/flowingames/abstract.htm
This is an MFA thesis project that's written with video games in mind, especially the idea of DDA (Dynamic Difficulty Adjustment) and opponent AI. However, the idea of a "Flow Zone" is something that really does pertain to us board game designers.
Based on Mihaly Csikszentmihalyi’s positive psychology research, when a person totally focus into an activity and forget about time and pressure, he reaches the optimal experience, Flow. There are many conditions in order to reach Flow.
In the field of game design, there are three fundamental conditions:
- As a premise, the game is intrinsically rewarding, and the player is up to play the game.
- The game offers right amount of challenges to match with the player’s ability, which allows him/her to delve deeply into the game.
- The player needs to feel a sense of personal control over the game activity.
In order to enhance Flow experience, here are the methodologies game designers can pick up and apply to their own designs and make them enjoyable by a much broader audience.
- Expand your game’s Flow coverage by including a wide spectrum of gameplay with different difficulties and flavors
- Create an Player-oriented Active DDA [Dynamic Difficulty Adjustment] system to allow different players to play in their own paces
- Embed DDA choices into the core gameplay mechanics and let player make their choices through play
This has come a lot closer to defining "fun" (which will probably always be undefinable, IMVHO) than anything I've seen so far. Interesting stuff.