Description |
Fun is not a well-defined concept in the game design space. Developers prefer to use terms like "enjoyment" or "engage-ability," which have been better defined and coded by researchers. However, defining fun by breaking it down into actionable components could help developers create better games. This paper aims to define fun in a manner that is more actionable to game designers by identifying its components and how to elicit them. Through a systematic literature review and thematic coding thereof, we synthesized theories pertaining to fun, design, and cognitive science as they apply to games. Based on our surveyed literature, we propose that the holistically enjoyable experience of "fun" is triggered by a minimal threshold combination of three key constructs: absorption, enjoyment, and motivation. Additionally, we have identified five design techniques that can elicit these constructs: challenge-skill balance, control, feedback and goals, relatedness, and verisimilitude. Based on these findings, we conclude with an actionable definition of fun and present an associated design framework for eliciting it. |