ABSTRACT

The two theoretically most important dimensions of the experience, challenges and skills, are represented on the two axes of the diagram. Neither boredom nor anxiety are positive experiences, so Alex will be motivated to return to the flow state. Game designers can see how keeping someone in the flow channel is a delicate balance, for a player’s skill level seldom stays in one place. Players in flow playing solo games will often be quiet, possibly muttering to themselves. Players in flow during multiplayer games will sometimes communicate with one another enthusiastically, constantly focused on the game. Once designers notice a player going into flow during their game, they need to watch them closely—they won’t stay there forever.