How to create a "fair and balanced" video game experience
strangehorizons.com
strangehorizons.com
http://www.jenovachen.com/flowingames/foundation.htm
http://en.wikipedia.org/wiki/Flow_(psychology)
In particular the three rules that Chen lays out:
1. As a premise, the game is intrinsically rewarding, and the player is up to play the game.
2. The game offers right amount of challenges to match with the player’s ability, which allows him/her to delve deeply into the game.
3. The player needs to feel a sense of personal control over the game activity.
Raph Koster also focuses on the same issues in his very accessible book A Theory of Fun.And that's not to say that his theory isn't interesting - it is - it's that I think it's very hard to define "fun", just like it's hard to define enjoyable music.