Abstract
Games have riddle-solving elements. We conducted a qualitative questionnaire to analyze how players feel about the riddle-solving element. As a result, we found the following three factors. First, they engaged in the game and try to solve the riddle when they started. Next, if they cannot solve a riddle for a long time, they felt they were not good solver. Last, the riddle lover tends become the Flow zone, since the task feel appropriated their skill level.