23 research outputs found
āItās just part of being a personāā Sincerity, Support & Self Expression in Vignette Games
Personal vignettes are encapsulated game works with minimal interactions, focused on aspects of lived experiences. Often created by under-represented games creators, they draw on techniques of poetry, art and theatre to tell diverse and complex stories in small spaces. This study explores the experiences of personal vignette creators and their creative processes. The study conducted a thematic analysis of 16 interviews with creators, focusing on how they engaged with their practice and their audiences. The findings suggest that facilitation, experimentation, disruption and expression are cornerstones of the vignette game ethos; a form of game creation under the creator's own terms, which utilises design through positive restriction, as a playful creativity and for self expression
Recommended from our members
2nd Eudaimonia in digital games workshop
The concept of eudaimonia in the study of video games has been
of increasing interest in recent years, especially as juxtaposed to
the idea of hedonia which is often assumed as lying at the heart
of most video game play experiences. However, there is a lack of
consensus on what eudaimonia exactly is, how it manifests in the
player experience, and what effect it could have on the emotional
experience of game play. Discussion of this topic is often focused
within the areas of psychology, HCI and media and communication
studies. This workshop brings researchers from across a broader
range of fields, such as those represented at FDG, to discuss this
emerging and important concept and create a cross-field research
agenda that can further investigate this concept within the field
of digital games. This proposal builds upon a similar workshop
successfully run for the first time at FDG 2023
Recommended from our members
Eudaimonia in digital games workshop
The concept of eudaimonia in the study of video games has been the subject of increasing interest in recent years, especially as juxtaposed to the idea of hedonia which is often assumed as lying at the heart of most video game play experiences. However, there is a lack of consensus on what eudaimonia exactly is, how it manifests in the player experience, and what effect it could have on the emotional experience of game play. Additionally, discussion of this topic is often focused within the areas of psychology, HCI and media and communication studies. This workshop, therefore, brings researchers from across a broader range of fields, such as those represented at FDG, to discuss this emerging and important concept and create a cross-field research agenda that can further investigate this foundational concept of wellbeing within the field of digital games
Do People Use Games to Compensate for Psychological Needs During Crises? : A Mixed-Methods Study of Gaming During COVID-19 Lockdowns
Do people use games to cope with adverse life events and crises? Research informed by self-determination theory proposes that people might compensate for thwarted basic psychological needs in daily life by seeking out games that satisfy those lacking needs. To test this, we conducted a preregistered mixed-method survey study (n = 285) on peopleās gaming behaviours and need states during early stages of the COVID-19 pandemic (May 2020). We found qualitative evidence that gaming was an often actively sought out and successful means of replenishing particular needs, but one that could ābackfreā for some through an appraisal process discounting gaming as āunrealā. Meanwhile, contrary to our predictions, the quantitative data showed a ārich get richer, poor get poorerā pattern: need satisfaction in daily life positively correlated with need satisfaction in games.We derive methodological considerations and propose three potential explanations for this contradictory data pattern to pursue in future research
A Design Framework for Reflective Play
Recent research has begun exploring games as a medium for reflection due to their affordances as interactive systems of challenge. However, little effort has been put into (1) synthesizing insights across studies and disciplines and (2) translating the academic work on reflective play into practical takeaways for game developers. This article takes the first steps toward summarizing existing work on reflective play and translating insights for practical implementation by identifying key game elements present in games that evoke reflection. We divide these elements into five approaches: Disruptions, Slowdowns, Questioning, Revisiting, and Enhancers. Finally, we provide an actionable supplement for practicing game developers to apply these concepts to their games
Learning by doing : Intrinsic Integration directs attention to increase learning in games
Educational games have long been seen as having great potential, but evidence for their effectiveness is mixed, suggesting deficiencies in our theoretical understanding of learning in games and associated design principles. The principle of āIntrinsic integrationā of learning content with game mechanics (Hapgood and Ainsworth, 2011) increases learning in educational games, but the theoretical mechanisms behind the principle are unclear, leading to implementation issues. In response, we performed a pre-registered study (n=210) to test possible motivational, cognitive load or attentional mechanisms for moderating learning at an abstract learning task within an educational game similar to Pacman. Learning was higher in the intrinsically integrated version with no significant effects of motivation or cognitive load leading to the conclusion that intrinsic integration increased learning via an attentional mechanism where players only pay attention to features needed for the game task and ignore task-irrelevant information. We discuss theoretical implications for game learning as well as insights for designers of educational games