Just watched an interesting video of Nicole Lazzaro speaking about her excellent research and insights into how game players experience emotions (her most cited work identifies and explains the multitude of human emotions that most people just lump together as “fun”).
Why Lazzaro’s Theory of Fun Is Useful
Lazzaro’s work is comprehensive and she thinks outside the box of the mainstream video game industry.
Her insight goes far beyond just making a game fun for the sake of fun. Unlike design professionals in every other industry, such as architects and productivity software designers, game designers sometimes resent having to design games that produce other measurable, quantifiable outcomes besides fun. Creating a functional building, working within end-user specifications and other design constraints is essentially what an architect is paid and expected to do but there are obviously major perks for architects that also create enjoyable, livable, beautiful spaces too. The aesthetic component is there, as with website design, but the practical constraints really define the design challenge. It’s the same in a marketing game or gameified application trying to achieve outcomes above and beyond a good time for the player.
When the game has to serve a purpose beyond simply being fun to play, I think it’s best to look to designers like Lazzaro for insight rather than to the mainstream video game industry right now. Studying Grand Theft Auto or the intricacies of a good tower defense game WILL NOT help you develop a great social media title that engages your customers with your brand. Studying how and why players experience fun, engagement, and motivation while gaming WILL help you. Continue reading Nicole Lazzaro: a Useful Theory of Fun