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Csíkszentmihályi identifies the following nine factors as accompanying an experience of flow:[3][4]
1. Clear goals (expectations and rules are discernible and goals are attainable and align appropriately with one's skill set and abilities). Moreover, the challenge level and skill level should both be high.[2]
2. Concentrating and focusing, a high degree of concentration on a limited field of attention (a person engaged in the activity will have the opportunity to focus and to delve deeply into it).
3. A loss of the feeling of self-consciousness, the merging of action and awareness.
4. Distorted sense of time, one's subjective experience of time is altered.
5. Direct and immediate feedback (successes and failures in the course of the activity are apparent, so that behavior can be adjusted as needed).
6. Balance between ability level and challenge (the activity is neither too easy nor too difficult).
7. A sense of personal control over the situation or activity.
8. The activity is intrinsically rewarding, so there is an effortlessness of action.
9. People become absorbed in their activity, and focus of awareness is narrowed down to the activity itself, action awareness merging.
Not all are needed for flow to be experienced.
Csíkszentmihályi suggests several ways in which a group could work together so that each individual member could achieve flow. The characteristics of such a group include:
Creative spatial arrangements: Chairs, pin walls, charts, but no tables; thus work primarily standing and moving.
Playground design: Charts for information inputs, flow graphs, project summary, craziness (here also craziness has a place), safe place (here all may say what is otherwise only thought), result wall, open topics
Parallel, organized working
Target group focus
Advancement of existing one (prototyping)
Increase in efficiency through visualization
Existence of differences among participants represents an opportunity, rather than an obstacle.
Posted By: GrahamIn Flow, he talks about how people find work boring, so I imagine the idea of removing tables comes with that. It's removing the trappings of boredom.
Posted By: Simon_PetterssonAnyone have a comment on the stuff about it requiring a skill and a challenge that matches it?
Posted By: Simon_PetterssonDoes that take care of itself (i.e. do you always roleplay at a challenging level) or are there things we can do to make sure that the challenge is there?
Posted By: simjamesI don't necessarily agree that immersionisflow, but certainly immersive play seems to happen only when there is flow in gaming. It's a lot easier in freeforms, but I've also experienced in in trad tabletop gaming, namely CoC and UA. Games in which identification with the PC is simpler, the environment is easily grasped, and the mechanics are unobtrusive.
Posted By: jasonAre you sure we mean the same thing by "flow"? I mean the term as Csíkszentmihályi used it.
Posted By: GrahamI can imagine other versions of flow, too: like my feeling of "flow" while GMing; or a party experiencing flow while plotting tactics in D&D 4E.
Posted By: GrahamMost importantly, that example, for me, helps me with Jason's question of expertise. At first, I struggle to explain how there can be "expertise" in playing roleplaying games. But the motorcycle example characterises expertise as "being well-practiced" rather than "scholarly knowledge", which I think is the sort of expertise you get in gaming.
Posted By: Simon_PetterssonBut my question remains: how do we adjust the challenge rating to successfully achieve flow? If we assume that for a story gamer (feel free to read that term as you want. No definitions discussions, please) has as a goal to produce an engaging series of fictional events, and that the skills employed consist of "being well-practiced", then what do the challenges consist of?
WillemThe first, Novice, will sound a lot like an episode of Barney the Dinosaur: ‘We are singing, we are playing, we are laughing…”-type conversations, all in the present moment, about what occurs around us that we can observe. We see a lot of “what”/”who”/”where” questions.
The second, Intermediate, will sound a lot like an episode of Sesame Street: “Where are you going? -I’m going to the store. What are you going to buy? -I’m going to buy candy!”. We begin to see past and future tense involved, along with “when”/”how”/”why” questions added in.
The third level, Advanced, sounds a lot like an episode of Larry King Live: “When you look back on your life, what are your proudest moments?” “How did you feel when that happened? Why do you think that? Would you do it again?”. Lots of personal storytelling.
The fourth level, Superior, sounds a lot like an episode of Charlie Rose: “If you had advice for a new president, what would you give? How do you think presidents should behave? If we didn’t have a president, how would it change the world? Do we need them?”. We have moved beyond the personal, and into the world of society. We no longer tell our own stories, but the stories of society and how we think about economic, social, and political issues.
Posted By: Simon_PetterssonSo rather than dividing up the mechanics into all the stages, I think getting the full system working as quickly as possible is better, since it allows us to focus on the important stuff.
Posted By: Simon_PetterssonThe whole WAYK and pedagogy of play thing is super brilliant, either way.
Posted By: jasonWell, learning a big, complex block of mechanics poses a real challenge. You didn't have it entirely wrong before: Pedagogy of Play does aim to teach a game, too.
Thanks! We've put it out there as an invitiation for collaboration more than anything else. We consider this an open source process. So try it out and let us know how it goes, and we'll feed that back into the next thing.
Posted By: Jiituomas
Furthermore, I personally think that you can experience autotelic rpg play also in non-(character)immersionist ways. You can just as well get caught up in the story/stories as you can in your character, as well as both.
Posted By: Thunder_God* Also, UA/CoC, etc. Are there truly freeform games? I think you’re talking mostly of low-footprint games, but I may be knee-jerking against freeform here. Also, a small point."Freeform" has different meanings in different parts of the world. You seem to be using it as an adjective, for example, whereas in my common use "freeform" is a noun; a freeform is a kinf of live-action roleplaying game.
Posted By: JiituomasThe classic ontological difference of "being" vs. "doing" is crucial here. In my view, that sets the approaches quite apart. One relates to activity, the other to a stae or nature.
Posted By: JiituomasAutotelic role-playing is very different from typical flow-activities, because it's a very broad-spectrum thing. The structure of the activity is not conductive to the tunnel vision nature of normal flow experiences. There are way more elements included in the mix.
Posted By: JiituomasThere is a difference between increased concentratiion on an artificial self and the "loss of the sense of self" of reported flow experiences.
Posted By: JiituomasThe clear goals and diegetic maintenance points are a bit more tricky, but I'll try and explain: A strong characteristic of flow is that things condense into a bare minimum: the activity becomes all that there is (Csíkszentmihályi uses the example of a rock climber). Autotelic role-playing, in turn, is more like the ability to implicitly do a bunch of ancillary things in order to experience the activity that is supported by them. Furthermore, in role-playing, one merges into the shared story ("narrative currents"), as opposed to the sense of utter personal control associated with flow.
Posted By: JiituomasFurthermore, I personally think that you can experience autotelic rpg play also in non-(character)immersionist ways. You can just as well get caught up in the story/stories as you can in your character, as well as both.
Posted By: JiituomasThe selection on what to ignore and when is way more complex in role-playing than in flow-conductive activities, be they chess, house-cleaning or rock climbing.
Posted By: Jiituomas(it's more convenient to copy-paste, yes, but I can write it out of memory if needs be...)
Posted By: JiituomasIn my view, the fact that the loss of primary identity is followed by a new one, a very cognizant one, is at direct odds with what flow is about.
Posted By: Thunder_GodAlso, why does designing for flow mean designing for immersion, unless you play a linguistic game and define flow = = immersion?
Posted By: Thunder_God“Meaningful goal” is almost a red-herring, as each player decides what is a meaningful goal for themselves.
Posted By: Thunder_GodJason, why is it the act of roleplaying that must be flow-like? I can be roleplaying (playing an RPG) and have it challenging, like a D&D encounter. See, “roleplaying” has two meanings: Playing an RPG, or “Playing the role of X”.
Posted By: Thunder_GodJason in regards to “Mastery”: Here is an idea: “The Jedi Mind Trick”, can you achieve flow in a competitive game where you don’t master the system, but instead focus so strongly on the other side that you forget yourself? So long as the tricking does not rely on the signals sent by yourself, unless you master /that/, so you don’t think of that consciously and modulate by rote.
Posted By: Thunder_GodI think the re-telling of a story is also a form of Flow: When you tell someone the story and you are so engrossed in how it went that you don’t notice that they don’t care? Or a group telling you about their awesome game and how each person’s comment just makes the other even more excited about that thing or another? Telling a story of something you’ve done before could also be a form of Flow, if you care enough about it.
Posted By: JiituomasI personally think that the _spectrum_ of what you have to negotiate, especially the social aspects, in autotelic roleplay sets that apart from what flow in things like climbing, chess or even musicians jamming together is about.
Posted By: Thunder_GodAlso, freeform here is just as often tabletop (diceless, "Mechanic-less"). Or sometimes mechanic-less but with dice, odd.Yeah, we're talking about different kinds of games. A "tabletop freeform" sounds about as oxymoronic to me as a "PBeM LARP". :p
Posted By: lachekThe notion that some game developer may one day achieve a formulaic method of inducing Flow through dynamic refactoring within the game's engine, which was a stated goal of conference sponsors Silicon Knights, seems to me to not be dissimilar to the human energy farms in the Matrix movies..."Thermodynamically implausible"? :p
Posted By: simjames"Thermodynamically implausible"? :p
Posted By: vulpinoidBut as for "Flow", my experiences are that it has to evolve organically. There are a few comments throughout this thread that indicate a desire to maximise it's potential, or even mechanically produce something that will tend toward flow. My personal experiences are that the more you try to achieve this state, the harder it will be to grasp. It's pretty Zen.
Posted By: JiituomasAs a compound of many such factors (those mentioned above), I see autotelic role-playing as standing so far apart from flow that it merits a definition of its own. It's IMO a close sibling, not a part, to flow.
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