Skip to Content
Theory of Fun for Game Design, 2nd Edition
book

Theory of Fun for Game Design, 2nd Edition

by Raph Koster
November 2013
Beginner
300 pages
5h 43m
English
O'Reilly Media, Inc.
Content preview from Theory of Fun for Game Design, 2nd Edition

Chapter 2. How the Brain Works

image with no caption

There are a lot of definitions of “game” out there.

There’s a field called “game theory,”* which has something to do with games, a lot to do with psychology, even more to do with math, and not a lot to do with game design. Game theory is about how competitors make optimal choices, and it’s mostly used in politics and economics, where it is frequently proven wrong.

Looking up “game” in the dictionary isn’t that helpful. Once you leave out the definitions referring to hunting, they wander all over the place. Pastimes or amusements are lumped in with contests. Interestingly, none of the definitions tend to assume that fun is a requirement: amusement or entertainment at best is required.

Those few academics who have tried to define “game” have offered up everything from Roger Caillois’* “activity which is...voluntary...uncertain, unproductive, governed by rules, make-believe” to Johan Huizinga’s* “free activity...outside ‘ordinary’ life...” to Jesper Juul’s* more contemporary and precise take: “A game is a rule-based formal system with a variable and quantifiable outcome, where different outcomes are assigned different values, the player exerts effort in order to influence the outcome, the player feels attached to the outcome, and the consequences of the activity are optional and negotiable.”

None of these help designers find “fun,” though.

Game designers themselves ...

Become an O’Reilly member and get unlimited access to this title plus top books and audiobooks from O’Reilly and nearly 200 top publishers, thousands of courses curated by job role, 150+ live events each month,
and much more.

Read now

Unlock full access

More than 5,000 organizations count on O’Reilly

AirBnbBlueOriginElectronic ArtsHomeDepotNasdaqRakutenTata Consultancy Services

QuotationMarkO’Reilly covers everything we've got, with content to help us build a world-class technology community, upgrade the capabilities and competencies of our teams, and improve overall team performance as well as their engagement.
Julian F.
Head of Cybersecurity
QuotationMarkI wanted to learn C and C++, but it didn't click for me until I picked up an O'Reilly book. When I went on the O’Reilly platform, I was astonished to find all the books there, plus live events and sandboxes so you could play around with the technology.
Addison B.
Field Engineer
QuotationMarkI’ve been on the O’Reilly platform for more than eight years. I use a couple of learning platforms, but I'm on O'Reilly more than anybody else. When you're there, you start learning. I'm never disappointed.
Amir M.
Data Platform Tech Lead
QuotationMarkI'm always learning. So when I got on to O'Reilly, I was like a kid in a candy store. There are playlists. There are answers. There's on-demand training. It's worth its weight in gold, in terms of what it allows me to do.
Mark W.
Embedded Software Engineer

You might also like

The Art of Game Design, 2nd Edition

The Art of Game Design, 2nd Edition

Jesse Schell

Publisher Resources

ISBN: 9781449363208Errata Page