Why Near-Misses in Games Keep Us Playing
Chapter 1

The magic of game feel and juicy feedback

Chapter 2

The invisible hand of level design

Chapter 3

Finding the perfect flow state

Chapter 4

The psychology of play

Ch 3 · Finding the perfect flow state
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nintendo The Near-Miss Effect

One millimeter off but my brain says we won, that little near-miss keeps the game going on.

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The sweet spot between boredom and anxiety

nintendo Psychologist Mihaly Csikszentmihalyi's flow theory explains how matching game difficulty to player skill prevents both boredom and anxiety.

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Quiz

Which psychologist originally defined the concept of 'flow theory,' which was later adapted for game design?

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Quiz

Which game designer famously applied flow theory to video games in a 2006 thesis and later designed the game 'Flower'?

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We don't fear failure; we fear the friction of starting over.

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Rubber banding and the illusion of a close race

nintendo Since its 1992 debut, Mario Kart balances races using position-weighted item distribution.

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Quiz

In which year did the original 'Super Mario Kart' debut on the SNES, introducing position-weighted item distribution?

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Quiz

What is the term for the mechanic where a game artificially compresses the distance between the leader and trailing players?

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Fun Fact

Pac-Man's ghosts: In the 1980 arcade game Pac-Man, each of the four colorful ghosts uses a unique mathematical algorithm to chase the player.

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Quiz

Which 2005 survival horror game secretly adjusts its 'Game Rank' based on player deaths and combat performance?

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Quiz

What is the industry term for systems that secretly change game rules on the fly to help struggling players?

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Glossary
flow (noun)
A cognitive state of energized focus and complete absorption in a challenging, rewarding activity. Game designer Jenova Chen applied this concept to video games in his influential 2006 master's thesis.

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Quiz

What design concept describes turning a player's failure into a useful learning experience or a humorous spectacle?

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Quiz

Which 2010 platformer famously shows ghosts of all your failed attempts running simultaneously when you finally beat a level?

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Gossip

Which difficulty style is best?

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