Fun is the experiential goal of game design, but there is no consensus definition. Four influential positions:

  • Schell: fun is pleasure with surprises — the unexpected outcome that delights rather than frustrates (Schell 2008, see source-art-of-game-design)
  • Koster: fun is the emotional reward for successful pattern recognition; the brain signals pleasure when it learns something new, and boredom when learning is complete (Koster 2005, see source-theory-of-fun)
  • Adams: fun is the enjoyment that arises from being appropriately challenged — neither bored nor overwhelmed (Adams 2014, see source-fundamentals-game-design)
  • Burgun (via Bond): fun is the experience of making meaningful decisions — choices that matter and have visible consequences (Bond 2014, see source-introduction-game-design-prototyping)

These are not simply different words for the same thing. Koster locates fun in cognition; Schell in emotion; Adams in challenge calibration; Burgun in agency. A game can be fun by one definition and not another.

Related: fun-as-learning, flow, meaningful-decisions, challenge-types, neurochemical-engagement, foundational-vocabulary