CRE342 · Week 2
Ulster University CRE342 · Game Mechanics & Gameplay Design · Week 2

Flow, immersion
& what breaks them

Game mechanics and player engagement

BSc (Hons) Game Design & Development

Think · 30 seconds

When did a game last steal an hour from you?

…and what pulled you back out?

0:30 click to start · tell the person next to you
Today

By the end of today you can…

01

Explain flow

using the challenge–skill channel, and name at least four of its conditions.

02

Distinguish immersion

sensory, challenge-based and imaginative, and the barriers that block each.

03

Classify distractors

and predict which ones break flow for which player type and genre.

04

Design a simple test

with a baseline, a manipulation and a self-report measure.

The route

Six stops

01

Last week, revisited

Player types, SDT, motivation

02

Mechanics → experience

MDA, Schell's tetrad, core loops

03

Flow & immersion

The channel, presence, agency, and how they differ

04

Breaking & protecting it

Distractors, difficulty, skill matching

05

Juggle Circle, explained

Rules, rounds, and how to measure it

06

Juggle Circle, played

We run it, record it and analyse it together

01

Last week,
revisited

Who plays, and why. We need it again today.

The Player Type Game

You gave us three answers each

SaidSelf-report

The box you ticked before play: Finish, Find, Friends or Fight.

DidBehaviour

Your biggest column: Tasks, Finds, Trades or Duels.

WantedEnjoyment

The rule you liked most, whatever it scored.

For most of you they didn't agree. What you do depends on the rules you're given, the people in the room and the prize, as well as on who you are.

Bartle (1996)

Four types, two axes

Each Week 1 rule was built for one corner.

The types need each other: Killers need people to fight, Socialisers need people to talk to.

useful vocabularypoor measuring instrument

Killers act on players WEEK 1 · DUELS Achievers act on the world WEEK 1 · TASKS Socialisers interact with players WEEK 1 · TRADES Explorers interact with the world WEEK 1 · FINDS Acting Interacting Players World
GDnD wiki · Bartle's Taxonomy of Player Types
From boxes to dimensions

The Hexad: six motivations

Hexad typeDriven bySDT need / motivationBartle nearest
AchieverMastery, getting bettercompetenceAchiever
PlayerRewards, points, prizesextrinsicAchiever
Free SpiritFreedom to explore and createautonomyExplorer
SocialiserConnection with othersrelatednessSocialiser
DisruptorChange, testing the limitsautonomy, often against othersKiller
PhilanthropistPurpose, helping otherspurposeSocialiser

Marczewski (2015); Tondello et al. (2016). Scored on six scales, so everyone has a profile, not a single box. Find your type: hexad.gamified.uk/test (12 questions).

Self-Determination Theory · Deci & Ryan

Why a rule feels good

AutonomyChoice

Finds: go where you like, in any order.

CompetenceMastery

Tasks and Duels: prove you can do it.

RelatednessConnection

Trades: every point needs another person.

Hold on to this

Did the prizes change what you did? Rewards can crowd out intrinsic motivation (the overjustification effect). Today's practical ends with a free-choice minute: who keeps playing when nobody asks them to?

GDnD wiki · Self-Determination Theory and Player Psychology
Theories of engagement

Three lenses, one player

Last week

Player types

Who is playing and what they're after.

Last week

SDT

Why it's motivating: autonomy, competence, relatedness.

This week

Flow

What it feels like when it's working, moment to moment.

Today's question: does who you are change what breaks your flow?

02

From mechanics
to experience

Designers build rules. Players feel something.

Hunicke, LeBlanc & Zubek (2004)

MDA

M

Mechanics

Rules, systems and constraints, written in code.

→
D

Dynamics

What emerges when players act on those rules, live, at run time.

→
A

Aesthetics

The emotional response: tension, delight, fear, flow.

Designer
starts here: builds M, hopes for A →
Player
← meets A first, may never see M
GDnD wiki · MDA Framework
Jesse Schell (2008) · the elemental tetrad

MDA + S: add Story

MDA has no place for story. Schell's tetrad puts Story and Technology alongside Mechanics and Aesthetics, as four elements that support each other.

Watch the word "aesthetics"

For Schell it means how the game looks, sounds and feels (the sensory surface). For MDA it means the player's emotional response.

Juggle Circle has almost no story. That makes it a clean test of flow: nothing imaginative gets in the way.

Aesthetics Mechanics Story Technology MORE VISIBLE LESS VISIBLE
GDnD wiki · Elemental Tetrad
A mechanic is a rule in code

One button, three layers

// Mechanic: detect the shoot action
IF buttonPress == "shoot" AND ammoCount > 0
    THEN
        isShooting = TRUE
        ammoCount = ammoCount - 1
ENDIF
Mechanic

Limited ammo, and a counter that goes down.

Dynamic

Players hold fire, count shots and scavenge between fights.

Aesthetic

Tension: every miss costs something.

MDA in practice

Same framework, three feelings

MechanicDynamicAesthetic
Dark Souls cover
Stamina, hitboxesEvery swing and roll costs stamina.
Cautious combatRead, wait, punish.
Fear, then triumphTension and relief.
Mario Kart
Items, rubber-bandingBetter items the further back you are.
Chaotic racingLeads never feel safe.
Fun, frustration, laughterEveryone stays in it.
The Last of Us cover
Stealth, scarce ammoCrafting from scraps.
Tense survival playAvoid fights you can't afford.
Emotional connectionProtecting someone.
Families of mechanics

Most games blend these

01

Physics

Simulated laws, from realistic to fantastical.

FIFA, Skyrim

02

Economy

Resources, trade and use; meaningful choices.

Civilization, Minecraft

03

Progression

Milestones that unlock content and abilities.

Pokémon, WoW

04

Tactical

Planning, trade-offs, careful decisions.

XCOM, Fire Emblem

05

Social

Co-op, competition, communication.

Fortnite, Among Us

Core mechanic

The thing you do over and over, like jumping in Mario. It keeps players coming back.

Secondary mechanics

Dialogue, trading, crafting. They add depth but can't rescue a weak core.

GDnD wiki · Core Loop
Designing mechanics

Intuitive and engaging

Intuitive: easy to get into
  • Easy to understand: grasp it without a manual
  • Consistent: it works the same way every time
  • Feedback: every action answers back, instantly
  • Well paced: taught through play, a bit at a time
Engaging: worth staying for
  • Challenging: there's always a next level of skill
  • Depth: still interesting after hours
  • Variety: new twists keep it fresh
  • Rewarding: effort is recognised

Juggle Circle takes under two minutes to learn and has no obvious ceiling.

03

Flow &
immersion

The feeling we're designing for, and how to tell when it's there.

Mihaly Csikszentmihalyi (1990)

“The state in which people are so involved in an activity that nothing else seems to matter.”Csikszentmihalyi, M. (1990) Flow: The Psychology of Optimal Experience, p. 4

Running example · you'll play it later

Juggle Circle

  1. Everyone stands in a circle.
  2. Say the receiver's name, then throw.
  3. Once you've thrown, sit down, so everyone can see who is still to receive.
  4. The last player throws back to the first. That order is now fixed and repeats.
Then the ramp

More objects in the air. One odd one out goes round the order backwards. Drop it or throw badly and you sit down.

P3 P2 P1 P8 P7 P6 P5 P4 “P8!” “P4!” “P1!” “P6!” “P2!” “P7!” “P5!” “P3!” standing: still to receivesat: has thrown
The flow channel

Challenge and skill rise together

A Learn the rule with one object.

B The ramp adds an object each time you get comfortable.

Keep this up and you reach mastery at 3–4 objects.

C A distractor doesn't change the task. It takes attention away, so your effective skill drops.

Skill → Challenge → Anxiety challenge outruns skill Boredom skill outruns challenge FLOW CHANNEL A: learn with 1 object skill grows, still easy B: the ramp adds an object mastery at 3–4 objects C: a distractor cuts effective skill → anxiety
GDnD wiki · Flow
Csikszentmihalyi's conditions, as you'll see them in the room

How do you know it's flow?

Clear goals

One-sentence rule per game.

watch: players stop asking questions

Immediate feedback

The object is caught or dropped.

watch: self-correction

Challenge–skill balance

Each round adds one new element.

watch: streaks lengthen, then plateau

Deep concentration

More objects, faster tempo.

watch: talk stops, gaze locks

Sense of control

Instant, self-paced restarts.

watch: resets without looking at you

Loss of self-consciousness

Until the hecklers arrive.

watch: who plays on, who freezes

Time distortion

Estimate the round's length.

watch: estimates short of the clock

Autotelic experience

Rewarding in itself.

watch: who keeps playing unasked
The two you can design first

Clear goals & immediate feedback

Players can't be in flow if they don't know what to do or whether it worked.

  • Goals: the next objective is always visible (a marker, a door, a score to beat).
  • Feedback: sound, hit-flash, rumble and a number, all within a fraction of a second.
  • Celeste respawns you in under a second: failure stays inside the flow.
A climber on a rock face at sunset
Brown & Cairns (2004)

Immersion deepens as barriers fall

Stage 1Engagement

You want to keep playing.

Barrier: access. Preference, learning the controls.

Stage 2Engrossment

You're emotionally invested; you notice less around you.

Barrier: game construction. Visuals, interesting tasks, plot.

Stage 3Total immersion

You're "in the game". Presence.

Barrier: empathy and atmosphere.

Immersion is fragile: one badly placed interruption drops you back a stage.

GDnD wiki · Immersion Models (Brown & Cairns, SCI)
Ermi & Mäyrä (2005) · the SCI model

Three sources of immersion

S · SensorySight, sound, touch

The audiovisual world overpowers the real one.

Hellblade's binaural voices · Journey

C · Challenge-basedSkill against task

Motor and mental challenge; closest to flow.

Tetris · Celeste · Beat Saber

Juggle Circle lives here

I · ImaginativeStory, characters, world

You care about people and places that don't exist.

The Last of Us · Disco Elysium

Different sources, different weak points. That's the next section.

Often used as synonyms. They aren't.

Flow vs immersion

FlowImmersion
What it isTotal absorption in an activityBeing drawn into the game and its world
Comes fromChallenge matched to skillSensory, challenge-based or imaginative sources
NeedsClear goals, immediate feedback, controlBarriers removed: access, construction, atmosphere
At its peakAgency: effortless control, time fliesPresence: "I was there"
Without the otherTetris, chess, juggling: no world neededA walking sim: a world, little challenge
Measured withFlow Short Scale; our F1 and F2IEQ, GEQ; our F3

They share the middle: deep concentration, fading awareness of the room, time distortion. That shared ground is what distractors attack.

GDnD wiki · Presence, Immersion, and the Flow Synergy
Flow Immersion Agency my actions matter Presence I am there concentration lost awareness time distortion
Two more words you'll meet in papers

Agency & presence

Agency · Murray (1997)

“The satisfying power to take meaningful action and see the results of our decisions and choices.” It builds on flow's sense of control and Week 1's autonomy.

Presence · Lombard & Ditton (1997)

The feeling of being there, forgetting the screen or headset in between. It's where total immersion ends up, and it's strongest in VR.

The assistance distractor attacks agency. Out-of-world interruptions attack presence.

GDnD wiki · Player Agency
04

Breaking &
protecting flow

Players will tolerate challenge, but not unfairness or tedium.

If the video won't load: youtube.com/watch?v=rFMCX0NF4wQ

Watch

Rayman Legends: Castle Rock

A level synced to music. As you watch, note:

  • How does it tell you what to do?
  • How does it tell you it worked?
  • What would break it?
Pair · 60 seconds

When did a game break your flow?

Name the moment, then find its category.

difficulty spiketoo easy, too longunclear goalno feedbackinput lagunskippable cutscenelong loadinglose 30 minutes' progressrepetitive grindtutorial overloadinconsistent rulesnotification pop-upcluttered HUDjarring audio
1:00
Distractor taxonomy

Where it comes from × what it competes for

competes for meaning ↑

Interruption

"What's 17 × 3?" mid-throw

"What room are we in?"

Stop-and-rate prompt

Sabotage

Shouting the wrong name

A teammate giving wrong directions

Over-eager hints

hypothesis: hardest to filter out

competes for perception ↑

Noise

Knocking, clapping nearby

Phone buzz, lights flicked

Crowding round the player

Clutter

A rogue extra object

Particle effects hiding the target

Other teams calling out nearby

outside the play (non-diegetic)
inside the play (diegetic) →
Five kinds of distractor

From the classroom to the screen

TypeWhat it attacksIn a roomIn a game
SensoryPerception, attention captureKnocking, flicking lights, crowdingScreen shake, audio sting, particle clutter
SemanticWorking memory, same-channel meaningWrong names, mental arithmeticA dual task, contradictory UI text
SocialSelf-consciousnessAn audience, a "judge" with a clipboardSpectators, live chat, a ghost score
InterruptionContinuity, time distortionA forced stop to answer a questionPop-ups, pause-to-rate prompts, loading
AssistanceAutonomy, sense of controlA backseat driver giving hintsIntrusive tutorials, hint arrows, auto-aim
Two surprises

The audience and the helper

Choking under pressure · Beilock & Carr (2001) Experts choke

Being watched makes skilled players attend to movements they normally run on autopilot. Novices, who are thinking step by step anyway, often don't suffer.

Social pressure sits across the whole grid: it adds self-consciousness to any distractor.

Help as a distractor · SDT Unwanted hints

A hint you didn't ask for takes the solution away from you. Competence and autonomy both drop, even when the hint is right.

Think of a companion who solves the puzzle before you can. Did it help, or take the fun away?

Think of a game that uses this on purpose. Ghost timers? Kill-cams? Companions?

Keeping players in the channel · 1

Gradual difficulty increase

01

Start simple

Introduce the core controls with room to practise.

02

Add one thing

Each step builds on the skill you just learned.

03

Level design

New enemies and obstacles at a manageable pace.

04

Rewards & feedback

Celebrate progress and show where to improve.

05

Smooth curve

Rest beats between peaks; no sudden spikes.

Today's rounds

Round B adds exactly one new element every 45–60 seconds: an object, a tempo step, a new rule. That is a textbook difficulty ramp.

GDnD wiki · Smooth Learning Curves
Keeping players in the channel · 2

Skill matching

Dynamic difficulty (DDA)

The game adjusts itself in real time from your performance.

Resident Evil 4 · Left 4 Dead's AI Director

Difficulty levels

Player-chosen, and switchable without penalty.

Easy · Normal · Hard

Assist options

Tune individual dials: speed, invincibility, aim.

Celeste Assist Mode · Hades God Mode

Player profiling

Early levels measure your skill quietly.

tutorial as a test

Adaptive AI & catch-up

Opponents ease off or push back to keep it close.

Mario Kart item odds

Player choice

Optional paths and side content at different difficulties.

branching routes

GDnD wiki · Psychology of Adaptive Play
05

Worked example:
Juggle Circle

Design it, run it, measure it, predict it.

P3 P2 P1 P8 P7 P6 P5 P4 H H R GM REC
Activity 1 · about 15 min

The rules

  • Build the order: everyone stands. Say the receiver's name, then throw, then sit. The last player throws back to the first.
  • Everyone stands again. That order is now fixed for every round.
  • The ramp: the gamesmaster (GM) feeds in a new object every 45 s, up to four.
  • Object 3 is the odd one out (a soft toy, say): it runs the order in reverse.
  • Round C: hecklers (H) shout wrong names; a rogue thrower (R) lobs in a spare object. They stay 1 m outside.
Who does what, and how you lose

Roles, faults and pauses

You sit down, out for the rest of the round, if…
  • You don't catch an object thrown to you
  • You make a bad throw (the GM decides)

Throwers skip seated players: throw to the person they would have thrown to. The GM puts the object back in play.

The round ends when one player is left standing, or when time is up.

Gamesmaster (GM) · 1

Watches the on-screen clock, feeds in objects on cue, judges catches and bad throws, ends the round.

Recorder (REC) · 1

Notes the time each player sits down, and when the round ends.

Distractors · 3, Round C only

Two hecklers and a rogue thrower, working from the script card.

Between rounds: a 60-second pause to fill in page 2 of the sheet. Everyone stands again, including anyone who was out.

The session · about 15 minutes

Practice, three rounds, a free minute

Practice1 minA · learn2 min · 1 objectCard60 sB · ramp3 min · +1 object / 45 sCard60 sC · ramp + distract3 min · same ramp + scriptCard60 sFree1 min not scoredstand upagainstand upagainstand upagain 0:45 object 2 1:30 object 3: reverse order 2:15 object 4 same objects, plus: 0:20 heckler A: wrong names 0:45 heckler B joins in 1:30 rogue object lobbed in 2:15 GM: “What’s 17 × 3?” 2:45 all stop: who recovers?

Practice first

Nobody sits down. Lock in the order and learn what counts as a bad throw.

Distractors follow a script

So Round C is the same for every group.

Ground rules

No contact. Heckle the play, not the person. Anyone can call "pause". Rather not throw? Be a GM or recorder.

Read it with MDA

A juggling game is a game

M

Object count, a fixed order, a reverse object, sitting out.

→
D

Tracking several objects at once; the group finds a shared rhythm.

→
A

Team flow, rising tension, then laughter at the drop.

Design link

Tracking multiple objects is the core skill of action games. Adding an object is the simplest possible difficulty dial.

Control group

Hecklers shout nonsense sounds instead of names. Now you can separate sensory from semantic distraction.

Page 2 of the activity sheet · 60 seconds per round

Measuring a feeling

#ItemAnswer
F1The challenge matched my skill.1–7
F2I lost track of time.1–7
F3I was aware of what was going on around me. (reversed)1–7
TWithout checking, how long did that round last?m:ss
PHow long I stayed in (the recorder tells you)m:ss
NOne word for how that feltfree text
Flow index (1–7)(F1 + F2 + (8 − F3)) ÷ 3
Time distortion · below 1 = time flewestimated ÷ actual
Distraction cost(B − C) ÷ B

A teaching shortcut, not a validated instrument. For real studies: Flow Short Scale, IEQ, GEQ.

GDnD wiki · Playtesting
One player, three rounds · P01, Juggle Circle

Let's score a card together

Flow index (1–7)

1 3 5 7 Round A: flow index 4.0 Round B: flow index 5.7 Round C: flow index 2.3 4.0 5.7 2.3 A · learn B · ramp C · distracted

Time distortion (estimate ÷ actual)

0 0.5 1.0 real clock Round A: 95 s estimated, 120 s actual (0.79) Round B: 140 s estimated, 180 s actual (0.78) Round C: 210 s estimated, 180 s actual (1.17) 0.79 0.78 1.17 A · learn B · ramp C · distracted

Distraction cost: flow −59% ((5.7 − 2.3) ÷ 5.7) · time in −47% (180 s → 95 s) · and Round C felt longer than it was.

Was it the distractors, or just tiredness?

Swap the order for half the groups

Odd groups
Alearn
Bramp
Cramp + distractors
Free1 min
Even groups
Alearn
Cramp + distractors
Bramp
Free1 min
If C scores fall in both orders

The distractors did it.

If C falls only when it comes last

Fatigue or boredom is a rival explanation.

This is counterbalancing: a within-subjects design with a baseline (B), a manipulation (C) and a self-report measure (the card).

From cards to a finding

Record → process → analyse

1 · Record · during play
  • Every player: one card per round, 60 s.
  • Recorder: when each player sat down, and when the round ended.
  • GM: group number and order (ABC or ACB).
2 · Process · 5 min after
  • Type one row per player per round into the class spreadsheet.
  • The sheet works out flow index and time distortion for each row.
  • It averages each round, then the distraction cost: (B − C) ÷ B.
3 · Analyse · debrief
  • Did flow drop from B to C?
  • Was it the distractors? Compare odd vs even groups.
  • Did time fly in B and drag in C?
  • Was your player-type prediction right?
Group, Order, Player, Player type, Round, F1, F2, F3, T estimate (s), Time in (s), One word
1, ABC, P01, Achiever, A, 5, 3, 4,  95,    , calm
1, ABC, P01, Achiever, B, 6, 5, 2, 140,    , buzzing
1, ABC, P01, Achiever, C, 3, 2, 6, 210, 95, frazzled
Back to player types

Write your prediction before you play

Hexad typeA hypothesis to test today
AchieverStays in longest in Rounds B and C; biggest flow drop after sitting down early.
PlayerPlays harder when there's something to win (last one standing); stops when the round stops.
Free SpiritHighest flow in Round A; finds the fixed order the most frustrating.
SocialiserEnjoys Round C more, despite performing worse.
DisruptorVolunteers to distract; performs better under provocation than in silence.
PhilanthropistHurt most by letting the group down: flow drops after their first bad throw.

Predictions to test, not established findings. Don't know your top type? Take the 12-question test at hexad.gamified.uk/test, or put "Not sure".

Take away

Five things to remember

Mechanics make dynamics make aesthetics. Design backwards from the feeling you want.

Flow is challenge matched to skill, with clear goals and immediate feedback.

Immersion comes from three sources (sensory, challenge, imaginative), each with its own weak points.

A distractor lowers effective skill. The most meaningful ones, inside the play, hurt most.

You can measure it: baseline, manipulation, self-report, and a swapped order.

06

Juggle Circle:
play it

Keep this on screen while we play. The clock runs the rounds.

Step 1 · 3 minutes

Get into groups

Each group · 11–13 people
  • 6–8 players, about 2 m apart
  • 1 gamesmaster (GM): objects, bad throws, the clock
  • 1 recorder (REC): who sat down, and when
  • 3 distractors: 2 hecklers and 1 rogue thrower
Kit per group

5 soft objects to throw (beanbags, soft balls, rolled socks); one should look different. One activity sheet and a pen each.

Group number decides the order

Odd groups play B then C. Even groups play C then B.

Distractors: come to the front for your script card, and don't tell your group what's on it. Rather not throw and catch? Take a GM, recorder or distractor role instead.

Step 2 · 2 minutes

Build your order

  1. Everyone stands. The GM gives one object to a starting player.
  2. Say the name of someone still standing, throw to them, then sit down.
  3. When everyone is sitting, the last player throws back to the starter.
  4. Stand up and run it once more. Remember who you throw to.
2:00
P3 P2 P1 P8 P7 P6 P5 P4 “P8!” “P4!” “P1!” “P6!” “P2!” “P7!” “P5!” “P3!” standing: still to receivesat: has thrown
Step 3 · practice · not scored

Practice round: learn the fault rule

0:00

T start/pause · R reset

One object · nobody sits down yet

  1. 0:00GM starts one object
  2. 0:20GM points out one bad throw: that player would sit, and be skipped
  3. 0:40Speed up: throw as soon as you catch
  4. 1:00Stop. No card for practice.
From Round A · sit down if you…

don't catch an object thrown to you, or make a bad throw (the GM decides). Throwers skip you. The round ends when one player is left, or time is up.

Round 1 · A: learn · 2 minutes · all groups

“Get comfortable. Nobody will bother you.”

0:00

T start/pause · R reset

Everyone

  1. 0:00GM starts one object. Faults count from now.
  2. 1:00Halfway
  3. 2:00Stop. Cards out.
Card · 60 seconds · after Round 1

Fill in page 2 of your sheet, on your own

F1–F3Circle 1–7. F3 is about the room around you.
THow long was that round? Don't check a clock.
PThe recorder tells you when you sat down, or "end".
NOne word for how it felt.
Then everyone stands up

Anyone who was out comes back in. Same order, same starting player.

1:00
Round 2 · 3 minutes · Odd groups: B (ramp) · Even groups: C (ramp + distractors)

Same ramp for everyone; distractors only in Round C

0:00

T start/pause · R reset

Everyone · the ramp

  1. 0:00GM starts one object
  2. 0:45GM adds object 2
  3. 1:30GM adds object 3, the odd one: reverse order
  4. 2:15GM adds object 4
  5. 3:00Stop. Cards out.

Round C groups only · distractors

  1. 0:20Heckler A: wrong names
  2. 0:45Heckler B joins in
  3. 1:30Rogue thrower lobs in a spare object
  4. 2:15GM asks one player: “What’s 17 × 3?”
  5. 2:45All distractors stop: who recovers?
Card · 60 seconds · after Round 2

Fill in page 2 of your sheet, on your own

F1–F3Circle 1–7. F3 is about the room around you.
THow long was that round? Don't check a clock.
PThe recorder tells you when you sat down, or "end".
NOne word for how it felt.
Then everyone stands up

Anyone who was out comes back in. Same order, same starting player.

1:00
Round 3 · 3 minutes · Odd groups: C (ramp + distractors) · Even groups: B (ramp)

Same ramp for everyone; distractors only in Round C

0:00

T start/pause · R reset

Everyone · the ramp

  1. 0:00GM starts one object
  2. 0:45GM adds object 2
  3. 1:30GM adds object 3, the odd one: reverse order
  4. 2:15GM adds object 4
  5. 3:00Stop. Cards out.

Round C groups only · distractors

  1. 0:20Heckler A: wrong names
  2. 0:45Heckler B joins in
  3. 1:30Rogue thrower lobs in a spare object
  4. 2:15GM asks one player: “What’s 17 × 3?”
  5. 2:45All distractors stop: who recovers?
Card · 60 seconds · after Round 3

Fill in page 2 of your sheet, on your own

F1–F3Circle 1–7. F3 is about the room around you.
THow long was that round? Don't check a clock.
PThe recorder tells you when you sat down, or "end".
NOne word for how it felt.
Then everyone stands up

Anyone who was out comes back in. Same order, same starting player.

1:00

That's it.
Well played.

Stop, you're done.

Process · 5 minutes

Put your sheets into the class spreadsheet

One row per player per round: three rows each.

Group, Order, Player, Player type, Round, F1, F2, F3,
  T estimate (s), Time in (s), One word
2, ACB, P09, Free Spirit, A, 4, 4, 3, 100,   , easy
2, ACB, P09, Free Spirit, C, 2, 3, 6, 200, 70, chaos
2, ACB, P09, Free Spirit, B, 6, 6, 2, 120,   , flowing

Players tab. Use your player ID or initials, never your full name. Round letters, not numbers: even groups played C second. Times in seconds (2:30 = 150). Leave Time in blank if you were still standing.

Class sheet
QR code for the class spreadsheet

Scan, or open the Week 2 page on the module site. The sheet works out flow index, time distortion and the B-vs-C cost for you.

docs.google.com/spreadsheets/d/1R4lRJeuCVkhQC0GEITTgNYkVZrstUEEySFpGP-5iZXQ

5:00
Analyse · 15 minutes

What did we find?

1 · Distraction cost

Mean flow in B vs C. How big was the drop?

2 · Distractors or fatigue?

Did C fall for odd groups (C last) and even groups (C second)?

3 · Time distortion

Did B feel shorter than it was, and C longer?

Discuss
  • Which distractor cost most: the wrong names or the rogue object?
  • Was anyone better in Round C? Why?
  • Find someone with high flow who sat down early.
  • Did being out change how the round felt?
  • Check your player-type prediction.
  • Who kept playing when we said stop?
Exit ticket · after the practical

“To protect flow in a genre game, never ….”

One sentence per group. We'll collect them as the class's design rules for protecting flow.

Busker game mock-up: a street performer juggling three balls with combo meter, crowd, a seagull, a message pop-up and a heckler
Digital game example · a digital twin of Juggle Circle

Busker

A one-button juggling game where every difficulty setting and distractor is a switch you can flip and log.

  • 1Combo, takings, crowd: the achievement layer
  • 2Apex ring: immediate feedback
  • 4Seagull: diegetic, sensory
  • 5"New message": non-diegetic interruption
  • 6Heckler: social and semantic
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