A Theory of Fun for Game Design
By R. Koster, W. Wright. 2004
1,618 citations recorded by the source corpus.
View Paper: https://www.semanticscholar.org/paper/7ac7a228b3cbb08349212e4bbe4c90d9c243cf58
How researchers see this paper
The researchers whose trusted networks rank it highest, strongest advocate first. Every researcher gets a different order.
- Sebastian Deterding
- Andrew K. Przybylski
- C. Ferguson
- C. Rigby
- Richard M. Ryan
- Juho Hamari
- Hallgeir Halvari
- Ana Carolina Tomé Klock
Citations in the corpus
- Rules of Play (2009, background): “Essentially, this type of play is the act of solving puzzles (Koster, 2004).”
- Scaffolding game-based learning: Impact on learning achievements, perceived learning, and game experiences (2014, background): “It is interesting to note that achievement and challenge are often viewed as a central source of enjoyment in digital games and as a key motive for engaging with interactive media (Koster, 2005; Malone & Lepper, 1987; McGonigal, 2011; Vorderer et al., 2004).”
- Motivating Children to Learn Effectively: Exploring the Value of Intrinsic Integration in Educational Games (2011, background): “Game designers have come to recognize the role of learning in good game design (e.g. Crawford, 1982; Gee, 2003; Habgood & Overmars, 2006; Koster, 2005).”
- Measuring Intelligence through Games (2011, background): “consequences of the activity are optional and negotiable”. The above definitions are not without their critics. For example, game designer Raph Koster remarks that none of them contain the word “fun” (Koster (2005)). As fun seems to be so central to games, he then devotes a whole book to understandin”
- A systematic mapping on gamification applied to education (2014, background): “Video Games or Digital Games are systems in which users are engaged in resolving abstract conflicts and challenges, under predetermined rules [36].”
- Educational game design for online education (2008, background): “When the entertainment aspects fail to shine in the design, most of the advantages of game-based learning in terms of motivation and engagement are lost and the learning experience suffers ( Koster, 2004 ).”
- Experience-Driven Procedural Content Generation (2011, background): “such as Malone’s design components for fun games [25] and Koster’s theory of fun [26].”
- Tailored gamification: A review of literature (2020, background): “…which is a correlation between many player typology proposals (Bartle, 1996; Bateman and Boon, 2005; Caillois, 2001; Fritz, 2004; Fullerton et al., 2008; Koster, 2004; Nacke et al., 2011; Yee, 2006) and personality traits studies (Berecz, 2008; Cattell, 2001; Crowne, 2007; Ryan and Deci, 2000).”
- Fundamental Components of the Gameplay Experience: Analysing Immersion (2005, unknown): “It is widely acknowledged that digital gameplay experiences are based on learning and rehearsing [12, 18], and according to Grodal [13] it is the aesthetic of repetition that characterises pleasures of game playing.”
- Towards automatic personalised content creation for racing games (2007, background): “Raph Koster has a different take on fun, when he claims that fun is learning, and games are more or less fun depending on how good or bad teachers they are [18].”
- "Alone together?": exploring the social dynamics of massively multiplayer online games (2006, unknown): “Game designers know the power of such a reward structure [11] but putting it into practice is not necessarily trivial.”
- Video Game Addiction: The Push To Pathologize Video Games (2017, methodology): “Finally, video games have been utilized in education to increase grades, learning, reading, and working with abstract ideas (Gee, 2007; Koster, 2005; Squire & Barab, 2004).”
- The Lens of Intrinsic Skill Atoms: A Method for Gameful Design (2015, background): “The chief enjoyment and motivation of such ludic gaming is the sense of competence (effectance, control, mastery) that arises from overcoming challenges (Klimmt & Blake, 2012)—a view shared by game designers (e.g. Koster, 2004).”
- Optimising engagement for stroke rehabilitation using serious games (2009, methodology): “[9] report on a system which uses the Microsoft Xbox games console to host the software.”
- Super mario evolution (2009, unknown): “learning by humans and algorithms alike [1].”