1,310 research outputs found
Affective level design for a role-playing videogame evaluated by a brain\u2013computer interface and machine learning methods
Game science has become a research field, which attracts industry attention due to a worldwide rich sell-market. To understand the player experience, concepts like flow or boredom mental states require formalization and empirical investigation, taking advantage of the objective data that psychophysiological methods like electroencephalography (EEG) can provide. This work studies the affective ludology and shows two different game levels for Neverwinter Nights 2 developed with the aim to manipulate emotions; two sets of affective design guidelines are presented, with a rigorous formalization that considers the characteristics of role-playing genre and its specific gameplay. An empirical investigation with a brain\u2013computer interface headset has been conducted: by extracting numerical data features, machine learning techniques classify the different activities of the gaming sessions (task and events) to verify if their design differentiation coincides with the affective one. The observed results, also supported by subjective questionnaires data, confirm the goodness of the proposed guidelines, suggesting that this evaluation methodology could be extended to other evaluation tasks
Interpassivity and the joy of delegated play in idle games
This paper examines the youngest video games genre, the so called idle (incremental) game, also referred to as the passive, self-playing or clicker game, which seems to challenge the current understanding of digital games as systems, based on a human-machine interaction where it is the human who actively engages with the system through meaningful choices. Idle games, on the other hand, tend to play themselves, making the player’s participation optional or, in some cases, entirely redundant. Interactivity and agency – qualities extensively theorised with reference to digital games – are questioned in the context of idling. In this paper the author will investigate the self-contradictory genre through the lens of interpassivity, a concept developed by Robert Pfaller and Slavoj Žižek to describe the aesthetics of delegated enjoyment. This contribution aims at introducing interpassivity to a wider Game Studies community, and offers an alternative perspective to reflect upon digital games in general and self-playing games in particular
Player Types, Motivations & The Western Australian Live Action Role-Play Community: An investigation of Possible LARP Player & Digital Game Theory Compatibility
This thesis aimed to investigate the extent to which Bartle’s (1996) Multi-User Dungeon (MUD) player taxonomy can be applied to the classification of the motivations of the Western Australian Live Action Role-Play (LARP) community. This work resulted in the production of the refined LARPer Motivation Typology theory which can provide a greater understanding of the motivational behaviours of WA LARP participants for the benefit of scholarly researchers, LARP Organisers and individual LARP players
Gaming Intentionally: A Literature Review of the Viability of Role-Playing Games as Drama-Therapy-Informed Interventions
Tabletop role-playing games (TTRPGS) and live-action role-playing (LARP) games have recently risen in popularity in the cultural zeitgeist with the advent of popular gaming shows like Critical Roll and The Adventure Zone, as well as popular media like Community and Stranger Things. While some literature exists linking the concepts of roleplaying to theater and psychotherapy in the pursuit of deeper game design, little exists that attempts to bridge the gap by examining the potential of role-playing games (RPGs) as therapeutic tools informed by drama therapy practices and theories. This literature review provides a brief overview of basic RPG terminology, styles, and similarities to psychodrama and theater. It also demonstrates a basic analysis of the strengths and weaknesses of four TTRPGs and LARPs as therapeutic tools through the lens of drama therapy. This literature review is in service of future research into the application of drama therapy practices to role-playing gaming, as well as into clinical game design based in therapeutic goals and structure
Reading the Game: Exploring Narratives in Video Games as Literary Texts
Indiana University-Purdue University Indianapolis (IUPUI)Video games are increasingly recognized as powerful tools for learning in classrooms. However, they are widely neglected in the field of English, particularly as objects worthy of literary study. This project argues the place of video games as objects of literary study and criticism, combining the theories of Espen Aarseth, Ian Bogost, Henry Jenkins, and James Paul Gee. The author of this study presents an approach to literary criticism of video games that he names “player-generated narratives.” Through player-generated narratives, players as readers of video games create loci for interpretative strategies that lead to both decoding and critical inspection of game narratives. This project includes a case-study of the video game Undertale taught in multiple college literature classrooms over the course of a year. Results of the study show that a video game introduced as a work of literature to a classroom increases participation, actives disengaged students, and connects literary concepts across media through multimodal learning. The project concludes with a chapter discussing applications of video games as texts in literature classrooms, including addressing the practical concerns of migrating video games into an educational setting
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Procedural identification : algorithmic role-playing in video games
Video games and role-playing games both possess the ability to structure the player’s experience of themselves around their underlying and internal structures. Tabletop role-playing games do so through complex rules involving random dice rolls whereas video games do so through their basic algorithmic and software structure. This thesis investigates how the combination of properties from both media in the form of video role-playing games, or vRPGs, can impact and structure the player’s sense of identification with the player character. This thesis draws heavily on Wendy Chun, Alexander Galloway and Ian Bogost’s theories of procedurality in games as well as both modern and post-modern theories of identity and identification in order to argue that vRPGs have the ability to actively guide and construct the player’s identification. When looked at as procedural media, one quickly discovers that games are capable of interacting and responding to the player. I chose to call this quality of games “procedural identification”. This thesis also foregrounds the importance of the played aspect of games in order to highlight the fact that the sense of identification that comes from playing a game is both active and the result of the player’s interactions with the game’s programmatic interface. In essence, the meaning of a game emerges only during and after play. By structuring this play according to underlying algorithmic processes, games are capable of structure the player’s interaction and experience in unique and incredibly rich ways.Radio-Television-Fil
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