1/18/2024 0 Comments Miller quote darkest dungeon![]() We argue that this model also aligns with a popular practitioner model, Raph Koster’s Theory of Fun for Game Design, and can unify currently differentially modelled gameplay motives around competence and curiosity. In different forms, balanced, Idle, and Soulslike games alike afford regular accelerations of uncertainty reduction. In gameplay as elsewhere, people enjoy doing better than expected, which can track learning progress. In this article, we show that Predictive Processing (PP) provides a coherent formal cognitive framework which can explain the fun in tackling game challenges with uncertain success as the dynamic process of reducing uncertainty surprisingly efficiently. Yet, current models struggle to explain why such balanced challenges best afford these experiences and do not straightforwardly account for the appeal of high- and low-challenge game genres like Idle and Soulslike games. Why do we seek out and enjoy uncertain success in playing games? Game designers and researchers suggest that games whose challenges match player skills afford engaging experiences of achievement, competence, or effectance-of doing well. 6Center for Human Nature, Artificial Intelligence and Neuroscience, Hokkaido University, Sapporo, Japan.5Centre for Consciousness and Contemplative Studies, Monash University, Melbourne, VIC, Australia. ![]() 4Department of Psychiatry, Amsterdam University Medical Centre, Amsterdam, Netherlands.3Interacting Minds Centre, School of Culture and Society, Aarhus University, Aarhus, Denmark.2Digital Creativity Labs, University of York, York, United Kingdom.1Dyson School of Design Engineering, Imperial College London, London, United Kingdom.Sebastian Deterding 1,2 * Marc Malmdorf Andersen 3 Julian Kiverstein 4 Mark Miller 5,6
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