The Theory of Fun

A theory of fun relates to my project in several important ways. First of all, it seems to me that good stories are more enjoyable than bad ones, and it would be nice if we could measure how enjoyable the stories in a game are (or how much fun the game is with a given set of stories). It also seems to me that there are two reasons people do things in their "free" time — actual enjoyment and addiction, and I would like to figure out if the two things can be teased apart. It's quite clear that some game designs have managed to create highly addictive experience (e.g. Farmville, EverQuest); the question is whether by creating a compelling game one has done so by making it more fun or more addictive.

Keywords Used

Academic Papers

IJsselsteijn, Wijnand, et al. "Characterising and measuring user experiences in digital games." International conference on advances in computer entertainment technology. Vol. 2. 2007.


Tychsen, Anders. "Crafting user experience via game metrics analysis." Proceedings of the Workshop” Research Goals and Strategies for Studying User Experience and Emotion” at the 5th Nordic Conference on Human-computer interaction: building bridges (NordiCHI), Lund, Sweden. 2008.


van den Hoogen, Wouter M., Wijnand A. IJsselsteijn, and Yvonne AW de Kort. "Exploring behavioral expressions of player experience in digital games." Proceedings of the workshop on Facial and Bodily Expression for Control and Adaptation of Games ECAG 2008. 2008.


Raney, Arthur A. "The psychology of disposition-based theories of media enjoyment." Psychology of entertainment (2006): 137-150.

Oliver, Mary Beth, and Arthur A. Raney. "Entertainment as pleasurable and meaningful: Identifying hedonic and eudaimonic motivations for entertainment consumption." Journal of Communication 61.5 (2011): 984-1004.

Blythe, Mark, and Marc Hassenzahl. "The semantics of fun: Differentiating enjoyable eeperiences." Funology. Springer Netherlands, 2005. 91-100.

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Monk, Andrew, et al. "Funology: designing enjoyment." CHI'02 Extended Abstracts on Human Factors in Computing Systems. ACM, 2002.

Jennett, Charlene, et al. "Measuring and defining the experience of immersion in games." International journal of human-computer studies 66.9 (2008): 641-661.

Nichols, Laura A., and Richard Nicki. "Development of a psychometrically sound internet addiction scale: a preliminary step." Psychology of Addictive Behaviors 18.4 (2004): 381.

McQuade, Samuel, et al. Internet Addiction and Online Gaming. Chelsea House Pub (Library), 2012.

Batra, Rajeev, and Olli T. Ahtola. "Measuring the hedonic and utilitarian sources of consumer attitudes." Marketing letters 2.2 (1991): 159-170.

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fun bibliography markdown 11/03/2014 18:41:28


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