[Music] hello everyone I hope your games are going well and that you are enjoying working on them today we are going to talk about New Concepts that will be useful for you to offer an even more fun experience to your future players the concept of flow flow is a psychological State reached by a person when he or she is completely immersed in an activity and is in a maximum state of concentration full engagement and satisfaction in an accomplishment basically flow is characterized by a person's total absorption and ease or air occupation and by a distortion
of the presumption of time flow was theorized by Mii chent Mii in 1975 when he s to understand the emotion experienced during various activities the flow emerged from various interviews he conducted with many people describing their experience as being carried by the current of a river the flow is felt in many situations playing sports practicing art such as sculpure drawing or music doing puzzles or playing games such as video games FL is often seen as the ultimate goal to achieve this gamification or a Ser game unfortunately it's very difficult to achieve FL and its model
remain a good tool to improve the experience of the the players we will see all TKS to the flow trigger criteria one of the flow criteria is the balance between the player skills and the challenge proposed by the game to ensure the difficulty level is adapted to the player skills allow your user to choose the difficulty levels another option is to adjust the difficulty level AR coding according sorry to the user's performance to facilitate this make the objectives clear to your player for example some video games give bones Heth and damage points for each attemp
to kill a boss this way the player gradually progresses as and is helped by better stats for their character leading to balance between difficulty and skill without creating frustation in massive darkness two a dungeon CER board game it is possible to change the difficulty by removing bonus lives from player or ing areas where monster appear a second criteria for triggering flow is the presence of instantaneous and understable feedback for your players to encourage immersion and a sense of control provide your user with immediate easy to understand and adapted feedback you can play uh for example
with your user sense by offering some visual sound or not smell or touch feedback with vibrations for example for example in the game Luis at each end of the turn of the game the player immediately seees the impact of the game and the number of cards they have unluckily obtain you don't have to wait until the end of the game to get an idea of who is winning or not Al you can turn the game around obviously according to CH Cent Mi high flow is a state totally cented and motivation this means that intrinsic motivation
is essential for flow to occur an individual is intrinsically motivated if they do something purely for the pleasure it gives them to help your pleasure develop their tic motivation give them more meaning through a story for example allow them to develop their skill and autonomy by allowing them to choose stuff and see their progress for example and finally create Social Links remember that a game even a Series game is supposed to be fun to conclude flow is a theory that applies to many fields and try to understand the state in which in which individuals find
themselves when they're totally m in activity designer of video games series game and gamification are inspired by it to create engaging experience but focusing on three aspect that are adapted challenges immediate feedback andic motivation and fun it doesn't matter if you can't achieve flow with your s game as long as do it helps you improve your project good luck