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Stargazing - Emotional Game Analysis & Design Method

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My presentation from GameCultures conference at Magdeburg, in March 2009.
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‘Stargazing’ Emotional Analysis of Game Designs Aki Järvinen, Ph.D. GameCultures Conference / Magdeburg 2009-3-21
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Page 1: Stargazing - Emotional Game Analysis & Design Method

‘Stargazing’ Emotional Analysis of

Game Designs

Aki Järvinen, Ph.D.

GameCultures Conference / Magdeburg 2009-3-21

Page 2: Stargazing - Emotional Game Analysis & Design Method

Background: PhD study in game design

theory

http://acta.uta.fi/english/teos.php?id=11046

Page 3: Stargazing - Emotional Game Analysis & Design Method

Recent work on games &

emotions

•  ‘Understanding Video Games as Emotional Experiences’

•  B.Perron & M.J.Wolf (eds.) Video Game Theory Reader 2. London & New York: Routledge. 2008.

•  Adapting the ‘OCC model’ into game analysis

Page 4: Stargazing - Emotional Game Analysis & Design Method

Exploring models for analyzing

events, agents &

objects in game worlds

Page 5: Stargazing - Emotional Game Analysis & Design Method

My design research

into games as results of

design practices &

solutions

Page 6: Stargazing - Emotional Game Analysis & Design Method

‘Stargazing’ summarized

•  The author introduces means for analyzing existing game designs with particular emphasis on identifying their emotionally relevant features.

•  The method aims to give tools for uncovering the secrets of successful game designs, so that such findings could be creatively reinvented for new designs.

•  The method applies terminology from object-oriented programming in order to produce results that can be reformulated into a game design document, or channeled into a rapid prototyping task instantly.

Page 7: Stargazing - Emotional Game Analysis & Design Method

Phasic emotions

parallel phasic

gameplay

•  Recognition of something significant

•  Evaluation of the situation; plans to cope with the situation

•  Action readiness; tendencies

•  Bodily and expressive effects

•  The four-fold phasic nature of emotions is constantly at work in gameplay

•  Such, admittedly totalizing view to gameplay emotions, lets us to try to design them, knowingly

Page 8: Stargazing - Emotional Game Analysis & Design Method

Emotional game design through the metaphor of

stargazing

•  Metaphor of stars, sky, and their relationships

•  A romantic metaphor for a romantic design practice

•  In terms of the stargazing method, the design elements of a game represent the stars that align into certain constellations...

•  ...thus creating so-called eliciting conditions, i.e. ‘conditions under which an emotion can be triggered.’

Page 9: Stargazing - Emotional Game Analysis & Design Method

The most frequently designed/played

eliciting condition in video games?

Page 10: Stargazing - Emotional Game Analysis & Design Method

Game Design Research Problem

•  The premise: any particular emotional episode of a player, or players, can be traced back to a certain game state, or a sequence of game states.

•  Examples:

•  Scripted events in Gears of War or Dead Space

•  Sequences of dialogue interaction in Animal Crossing

•  Instance in World of Warcraft

•  Behavior of fire in Far Cry 2

•  How to analyze their emotional constituents & consequences with a rigorous method?

Page 11: Stargazing - Emotional Game Analysis & Design Method

Game States as emotional

waypoints

•  Game state is the ‘frozen slice’ of gameplay, a recognizable phase, that can be used

•  as a focus point when analyzing games

•  as the smallest factor in designing game play from an emotional /experience design standpoint

•  Game states combine into sequences, and emotional experiences are sequences of emotions, where the result is more than the sum of its parts

Page 12: Stargazing - Emotional Game Analysis & Design Method

Goal monitoring;

where does it focus,

perceptually?

•  Goal monitoring is a concept originating from psychological studies in personal goals

•  It conceptualizes the constant tracking of how one is doing in terms of the goals under pursuit

•  i.e. as behavior that has to do with both predicting and experiencing of emotions

•  Are there certain perceptual and cognitive vectors or formations – constellations - that emerge in the game play process, and are particular important for goal monitoring

•  ...and consequently, for the emotional design of the game?

Page 13: Stargazing - Emotional Game Analysis & Design Method

Stargazing at Zuma:

‘The vector of suspense’

between the skull and the closest

ball as the focus

of goal monitoring

Page 14: Stargazing - Emotional Game Analysis & Design Method

Stargazing at Tetris:

‘The skyline vector’

as the focus of goal monitoring

Page 15: Stargazing - Emotional Game Analysis & Design Method

A practical future

application:

Emotional wireframe prototypes

•  Future work: Turning stargazing results into concrete design tools with which emotional gameplay dynamics, similar to the above examples, could be modeled and tested through abstractions

Page 16: Stargazing - Emotional Game Analysis & Design Method

Abstractions of vectors into game

design ‘toys’

Page 17: Stargazing - Emotional Game Analysis & Design Method

Stargazing at Braid

Page 18: Stargazing - Emotional Game Analysis & Design Method

Stargazing at Portal

Page 19: Stargazing - Emotional Game Analysis & Design Method

Stargazing at Braid & Portal:

‘Projected vectors’

•  The emotional vector, rather than being a concrete visual set of dynamics, is a mental projection into the game space that has to be figured out, and then executed, by the player

•  Goal monitoring consists of a sequence of logical deductions and their outcomes

•  Perceptual goal monitoring is used to inform cognitive goal monitoring, and vice versa.

•  ... This type of goal monitoring has different consequences to the emotional flavor of the play experience

Page 20: Stargazing - Emotional Game Analysis & Design Method

Stargazing 3D & sound:

Flower:

‘musical time-space

vector’

heavily based on aesthetic

perceptions

Page 21: Stargazing - Emotional Game Analysis & Design Method

Stargazing Facebook

games; Parking

Wars:

‘revisiting vector’

via login/logout

Page 22: Stargazing - Emotional Game Analysis & Design Method

Practical design case:

Jukem the puzzle

game prototype

with a design where the

skyline and suspense vectors

combine

Page 23: Stargazing - Emotional Game Analysis & Design Method

How to extrapolate the method

to more complex genres?

•  Research question in the works:

•  How can more complex game mechanics & dynamics be modeled in abstract forms?

•  Hypothesis: With the help of analyzing metaphors, and how they relate to the events, objects, and agents

•  Left 4 Dead: how is the ‘left to one’s own devices’ metaphor emotionally aligned in the design of the game?

Page 24: Stargazing - Emotional Game Analysis & Design Method

Contact •  Aki Järvinen, Ph.D.

•  [email protected]

•  www.mygamestudies.com

•  Twitter: @aquito


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