Last year, Dutch Driver asked a question in the Gamification Hub Facebook group.
Mario Yu-kai et al. were discussing the mobile game phenomenon, Flappy Bird, yesterday and Andrzej commented that the game destroyed our concept of “flow”…this has me thinking that frustration might also have “flow”. What do others say?
Dutch Driver
6 February 2014
What follows is the conversation that this led to, with myself and some of my favorite thinkers in gamification! Enjoy 🙂
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But often also a state that people love to achieve. And it is easier to design for because of not measuring challenge and skill. Also, aiming for trance is often relying on already learned stuff. Fits to the hook model and the behavior model. People feel already comfortable doing that. Much better to start from there and adding challenges by time to transfer from trance to flow rather starting with new activities. Much easier to set triggers.
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