When the motivations of the player align closely with those of the player character. Contrary to the idea of player-character identity, which is primarily concerned with narrative immersion, synchrony deals with whether the player’s reasons for playing–or their reactions to play–are similar to the character they control. High feelings of synchrony can create thauma even if players are not particularly immersed or connected to the plot.

“After X’s, and by extension the player’s, defeat by Lord Vile at the beginning of Mega Man X, the game creates a sense of synchrony as both the player and X aim to grow stronger with the goal of taking him on again.”