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# How do games facilitate entrance into the flow state
###### We confront tasks we have a chance of completing.
People playing games know that the task they are doing has a chance of completion. By definition a game has to have an achievable goal.
This is comforting because gamers know that no matter how difficult a game can get, it is possible to complete.
###### We confront a activity in our [[Goldilocks zone]]
Most games are flow inducing because they strike a balance between the challenge of the activity and the skill set of the player. Plus, the best games incorporate [[Dynamic Difficulty Adjustment]] so that a wider range of players can experience flow.
For example, games like the Witcher 3 allow you to choose what difficulty mode you want to play at. However, in multiplayer games, the activity fitting in your Goldilocks zone will largely depend on who you play the game with.
###### We attend to what we are doing
Many well designed games require high amounts of attention to play well. For example, civilization six has to many variables occurring at once not to put your full attention on them.
However this is where it becomes clear that [[Engagement and flow are complementary but not the same]]. Some highly enjoyable games do not require full attention to play.
For example, Animal Crossing and Stardew Valley are both games that can be highly enjoyable because they don't require much effort or attention to play. They are relaxing.
###### The task has clear goals
By definition games must have a clear goal that is non-trivial and achievable. However, these goals don't have to be explicit.
In a creative task, for example, often the person doesn't know what the goal for the end product is. But they still have goals because they want to apply their skills for the creation of art. Players simply must simply prefer one outcome over the other.
Thus, most games fulfill the players pre-requisite for having goals for entrance into the flow state.
###### There is immediate feedback
Because there are clear goals in games and the player is hopefully motivated toward those goals, they can get feedback while playing the game as to if they are achieving that goal.
The speed of feedback, however, largely depends not only on the game but the medium the game is being played in. Video games, for example, afford faster feedback than a board game most of the time because the technological system can automate the impacts of the players decisions.
###### One acts with enthusiasm and energy
Coming to a game with enthusiasm and energy largely depends on the player, but I would bet simply the fact that a player knows they are playing a game makes them come to it with more energy and enthusiasm. It gives off fun vibes.
###### There is a sense of control over one's actions
No matter how difficult the game, the player can be solaced knowing that there is a solution. There is a way to progress toward their goals.
This gives the player a sense of control over their actions.
### Drawbacks to this idea
That being said [[Engagement and flow are complementary but not the same]]. You can have a highly engaging game but not enter flow inside of it.
In addition, [[Playing games and entering the flow state are complementary but not synonymous]].
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