{"id":2005,"date":"2014-11-12T23:05:31","date_gmt":"2014-11-12T22:05:31","guid":{"rendered":"http:\/\/www.jesperjuul.net\/ludologist\/?p=2005"},"modified":"2014-11-13T16:15:56","modified_gmt":"2014-11-13T15:15:56","slug":"the-four-theories-of-fun","status":"publish","type":"post","link":"https:\/\/www.jesperjuul.net\/ludologist\/2014\/11\/12\/the-four-theories-of-fun\/","title":{"rendered":"The Four Theories of Fun"},"content":{"rendered":"<p style=\"padding-left: 30px;\"><em>This is my ninth\u00a0monthly\u00a0<a href=\"http:\/\/www.jesperjuul.net\/ludologist\/category\/games\/patch-wednesday\">Patch Wednesday<\/a>\u00a0post where I discuss a question about video games that I think is unanswered, unexplored, or not\u00a0posed yet. I will propose my own tentative ideas and invite comments.\u00a0<\/em><\/p>\n<p style=\"padding-left: 30px;\"><em>The series is\u00a0called\u00a0Patch Wednesday to mark the sometimes ragtag and improvised character of video game studies.<\/em><\/p>\n<p>I have come to think that there are four main theories of &#8220;fun&#8221;, or at least\u00a0<em>experience<\/em> in video games.\u00a0They are: <em>Rules, Fiction, Social<\/em> and <em>Feel. <\/em>When I teach game studies classes, I usually invite students to mention their favorite game and then discuss which of the categories it falls under. The categories are not exclusive, but they have their own favorite game examples.<\/p>\n<p>Here they are:<\/p>\n<h3>1) Rules<\/h3>\n<p>This is still the primordial theory of games. According to this theory, (video) games are by definition (or essentially) rule-based structures, and the player&#8217;s experience hinges on rules that create interesting mental challenges for the player. This theory tends to claim that it has identified something\u00a0unique about\u00a0games.<\/p>\n<p>It can of course then be extended from the description to the prescriptive, and claim that <em>because<\/em>\u00a0games are defined by the presence of rules, <a href=\"http:\/\/www.jesperjuul.net\/ludologist\/when-sound-destroyed-the-art-of-film\">all games \u00a0<em>should<\/em> be centered on rules<\/a>,\u00a0with all other possible design elements (say, Fiction) being\u00a0negative agents that dilute the purity of a game.<\/p>\n<p>This theory\u00a0has typically been promoted by game designers and people wishing to identify games as a unique art form.\u00a0It is also very hard to imagine teaching video game design without it.<\/p>\n<p>Favorite example: <em>Go, StarCraft, Tetris<\/em>.<\/p>\n<h3>2) Fiction<\/h3>\n<p>Another classic, this theory has some backing from especially the humanities, and argues that video games first and foremost are about experiencing, and possibly feeling immersed in, stories and fictions. This theory\u00a0is particularly useful when we think about games in a cross-media perspective.<\/p>\n<p>This theory has typically been promoted by literary and film scholars.<\/p>\n<p>Favorite game examples:\u00a0<em>Final Fantasy<\/em>,\u00a0<em>Uncharted,<\/em>\u00a0<em>BioShock<\/em>.<\/p>\n<h3>3) Social<\/h3>\n<p>This is a slightly different theory in that it doesn&#8217;t invoke the game&#8217;s content, but the social sphere around it. The paradigmatic game genre for this theory is currently MMOs. And this is sensible as an explanation of why many players keep returning to\u00a0this type of game.<\/p>\n<p>The social\u00a0theory also\u00a0has\u00a0a stronger version\u00a0in which the\u00a0social sphere isn&#8217;t simply something around the game, but it defines or\u00a0<em>is<\/em>\u00a0the game, both for multi- and single player games. (<a href=\"http:\/\/www.digra.org\/wp-content\/uploads\/digital-library\/07311.01363.pdf\">Mikael Jakobsson<\/a> and <a href=\"http:\/\/gac.sagepub.com\/content\/8\/6\/371.abstract\">Anne Mette Thorhauge<\/a> are probably the main proponents of this\u00a0strong version.)<\/p>\n<p>Favorite game examples: <em>World of Warcraft<\/em>,\u00a0<em>Dungeons &amp; Dragons<\/em>,\u00a0<em>Wii Sports<\/em>.<\/p>\n<h3>4) Feel<\/h3>\n<p><a href=\"http:\/\/www.jesperjuul.net\/ludologist\/wp-content\/uploads\/2014\/11\/feel-swing.jpg\"><img loading=\"lazy\" decoding=\"async\" class=\"alignnone wp-image-2006 size-medium\" src=\"http:\/\/www.jesperjuul.net\/ludologist\/wp-content\/uploads\/2014\/11\/feel-swing-450x223.jpg\" alt=\"feel - swing\" width=\"450\" height=\"223\" srcset=\"https:\/\/www.jesperjuul.net\/ludologist\/wp-content\/uploads\/2014\/11\/feel-swing-450x223.jpg 450w, https:\/\/www.jesperjuul.net\/ludologist\/wp-content\/uploads\/2014\/11\/feel-swing-624x309.jpg 624w, https:\/\/www.jesperjuul.net\/ludologist\/wp-content\/uploads\/2014\/11\/feel-swing.jpg 884w\" sizes=\"auto, (max-width: 450px) 85vw, 450px\" \/><\/a><\/p>\n<p>Feel is\u00a0the newer theory, and it is only really articulated\u00a0Steve Swink&#8217;s book on\u00a0<em>Game\u00a0<\/em><em>Feel.<\/em>\u00a0Here, video games are seen as centered on the immediate sub-second experience on controlling something and receiving audio and visual feedback. This is the theory for discussing game controls, graphics and sound. (Yes, you could argue for graphics as a separate theory, but let&#8217;s just put it here).<\/p>\n<p>It is also a good theory for teaching\u00a0how game design often starts with narrowing down a central core mechanic which feels good as in the picture, and\u00a0how designers must then add context around the core mechanic for it to remain interesting.<\/p>\n<p>I suspect <em>feel<\/em> hasn&#8217;t been popular in media or literature departments because it talks about an experience which is very hard to verbalize, and hard to connect to\u00a0existing theories. (Though Donald Norman&#8217;s\u00a0<em>Emotional Design<\/em>\u00a0has some family semblance).<\/p>\n<p>Favorite game examples:\u00a0<em>Super Mario Bros<\/em>,\u00a0<em>Super Mario Bros<\/em>,\u00a0<em>Super Mario Bros.<\/em><\/p>\n<p><strong>The meaning of &#8220;is&#8221;<\/strong><\/p>\n<p>The question of course is what we mean when we say that a\u00a0video game\u00a0<em>is<\/em>\u00a0anything in particular. As always, there is a fine line between:<\/p>\n<ol>\n<li>Proposing a particular description (&#8220;feel is one way to look at it&#8221;).<\/li>\n<li>Insisting on a particular description (&#8220;to ignore the social is to ignore the lived experience of players&#8221;).<\/li>\n<li>Insisting in having identified an essential component of video games (&#8220;without rules, there is no game&#8221;). (Though the\u00a0<a href=\"http:\/\/en.wikipedia.org\/wiki\/Rigid_designator\">rigid designator<\/a><em>\u00a0<\/em>comes up here: it just is easier to claim a central position for rules than for, say, 3d graphics).<\/li>\n<li>Insisting that all video games\u00a0<em>should<\/em> be made with a particular theory in mind.<\/li>\n<\/ol>\n<p>There are other theories, of course, but I think these are the four dominant ones at the moment, November 2014.<\/p>\n<p><strong>PS<\/strong>. This 4-part list does not replace the (cough) ludology-narratology debate or the rules\/fiction distinction in Half-Real. The rules\/fiction distinction is about how the players conceptualize the game that\u00a0they encounter. Feel and Social are theories about\u00a0other aspects of game-playing.<\/p>\n<p>&nbsp;<\/p>\n","protected":false},"excerpt":{"rendered":"<p>This is my ninth\u00a0monthly\u00a0Patch Wednesday\u00a0post where I discuss a question about video games that I think is unanswered, unexplored, or not\u00a0posed yet. I will propose my own tentative ideas and invite comments.\u00a0 The series is\u00a0called\u00a0Patch Wednesday to mark the sometimes ragtag and improvised character of video game studies. I have come to think that there &hellip; <a href=\"https:\/\/www.jesperjuul.net\/ludologist\/2014\/11\/12\/the-four-theories-of-fun\/\" class=\"more-link\">Continue reading<span class=\"screen-reader-text\"> &#8220;The Four Theories of Fun&#8221;<\/span><\/a><\/p>\n","protected":false},"author":1,"featured_media":0,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"inline_featured_image":false,"footnotes":""},"categories":[2,25],"tags":[],"class_list":["post-2005","post","type-post","status-publish","format-standard","hentry","category-games","category-patch-wednesday"],"_links":{"self":[{"href":"https:\/\/www.jesperjuul.net\/ludologist\/wp-json\/wp\/v2\/posts\/2005","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/www.jesperjuul.net\/ludologist\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/www.jesperjuul.net\/ludologist\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/www.jesperjuul.net\/ludologist\/wp-json\/wp\/v2\/users\/1"}],"replies":[{"embeddable":true,"href":"https:\/\/www.jesperjuul.net\/ludologist\/wp-json\/wp\/v2\/comments?post=2005"}],"version-history":[{"count":0,"href":"https:\/\/www.jesperjuul.net\/ludologist\/wp-json\/wp\/v2\/posts\/2005\/revisions"}],"wp:attachment":[{"href":"https:\/\/www.jesperjuul.net\/ludologist\/wp-json\/wp\/v2\/media?parent=2005"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/www.jesperjuul.net\/ludologist\/wp-json\/wp\/v2\/categories?post=2005"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/www.jesperjuul.net\/ludologist\/wp-json\/wp\/v2\/tags?post=2005"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}