Attention Budget

Players have a limited amount of attention. Game design must consider how much attention players can allocate to each part of the game, what they will pay attention to, and how to reduce attention costs.

Collective Effervescence And Shared Events

In 1912, sociologist Émile Durkheim came up with the theory of "Collective Effervescence." He theorized that experiencing emotionally charged events together creates social unity. Collective effervescence requires both shared attention and

Role Categories Are Deduction Tools

Left to their own devices, players create terminology for patterns they encounter in games. My favorite example is the term "cantrip" in Dominion: it refers to actions that give both an

Real-Time Games Need Breaks

The big advantage of real-time games over turn-based games is that they prevent downtime by keeping players constantly engaged. Their greatest disadvantage is that they drastically reduce the budget of attention