Developing a pattern language for flow experiences in video games

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DiGRA '07 - Proceedings of the 2007 DiGRA International Conference: Situated Play
The University of Tokyo, September, 2007
Volume: 4
ISBN / ISNN: ISSN 2342-9666


Pattern languages have gained widespread acceptance over the years in the design and computing communities. Thanks to the seminal work of Bjork and Holopainen they also have spread to the video game design community. In order to help game designers grasp fundamental aspects of human experiences, the author is developing a new breed of pattern language: a pattern language for experience design, and in particular, a pattern language for optimal experiences (or flow) in games. The objective of this endeavor is to elaborate a generative modeling tool that will help designers understand, analyze and elaborate better games by taking into account human experiences and providing elements that will trigger and maintain the most positive and intense player experiences. The language presented here, following a dimensional model of experiences, describes patterns pertaining to the sensation, emotion, cognition, behavior and social domains. It can be applied to various types of games, should they be single player or not, online or not.