Every so often you come across one of those little jewel time-waster flash web games that ingratiate themselves to you. I found one yesterday called "
flOw" by Jenova Chen. The neat thing about it is that it is in a 'spiritual' series of games based on "flow theory" which is essentially
"the state in which people are so involved in an activity that nothing else seems to matter; the experience itself is so enjoyable that people will do it even at great cost, for the sheer sake of doing it (Csikzentmihalyi, 1991)
.” and the subject of
Chen's Thesis. The thesis "provides a unique game design methodology to realize player-centric Dynamic Difficulty Adjustment (DDA) in video games, which creates optimized video game experiences for different types of players." as stated on the
Flow in Games site. The potential is limitless... Chen is even working on a
math quiz that uses "Flow Theory" which you can try on the site.
The game I was playing flOw: "...is a game about piloting an aquatic organism through a surreal biosphere where players consume other organisms, evolve, and advance their organisms to the abyss. As part of Jenova Chen's thesis research, flOw inherits an embedded design of active DDA (dynamic difficulty adjustment), players with differing skill levels can intuitively customize their experiences in the zone and enjoy the game at their own pace. “Addicting” is the most common word its fans use to describe it." I'll vouch -it was addicting. (And yes there IS a connection to "Spore" - search the forums and you'll find it.)
Cool. Now, how does this relate to ARG? Specifically, how does "Flow Theory" apply to the self-organizing nature of the player base and the 42 Entertainment inverted triangle model of player participation?