


In the 1970s a psychologist named Mihaly Csikszentmihalyi experimentally evaluated Flow. For each characteristic, I will provide some basic psychological perspectives and relevant recommendations for game developers. In what follows, I will introduce Flow and the four characteristics of tasks that promote it. They even have a name for it: Cognitive Flow. Luckily, these heightened levels of engagement have been studied by psychologists.

If game developers were able to characterize and add design considerations that facilitate these engaged states they'd create more enjoyable and better selling games. More often than not, these types of gaming sessions occur when you're playing a great game. They happen because you've reached a critical level of engagement with whatever game you're playing. Maybe you didn't sprain your ankle, but if you consider yourself a gamer, you've probably ended up in similar situations. You ask yourself: Where did the time go? When did I sprain my ankle? Hours pass and you suddenly become aware that you're making ridiculous faces and moving like a contortionist while trying to reach that new high score. You sit down, ready to get in a few minutes of gaming.
