Nordic Game 2007: Communities of Nurturing
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Aki Järvinenaki@gameswithoutfrontiers.net
http://www.gameswithoutfrontiers.net
Communities of Nurturing: How to Design Empathy? (and other things most game developers are embarrassed to talk about)
Games without FrontiersA Resource for Game Studies & Design
Aki’s Background• Studying games academically since 1998, experience
from casual and mobile game design projects since 2000
• Experience from both academia, the game industry, and game journalism
• Ph.D. on player experience driven methods of game studies and design to be defended in 2007
• Drawing from psychology, study of arts, design research, game design literature, etc.
Games without FrontiersA Resource for Game Studies & Design
Set of Premises• Recent success stories indicate that games’ emotional
spectrum need not be restricted to competition and conflict.
• Communities of Nurturing are audiences ready and willing to experience other types of emotions when playing
• Animal Crossing and Nintendogs, among others, indicate that emotions concerning fortunes of others, real or virtual, can matter.
• How do games such as these create player engagement? What is particular to that engagement?
• Keys to answer: Emotion theory adapted for purposes of game studies and design
Games without FrontiersA Resource for Game Studies & Design
Embodying feeling into game designs• In aesthetic theory, artistic practice is understood as a
practice of embodying feeling into a work (painting, literature, film, music, etc.
• with techniques both particular to a medium, and the modalities it addresses
• ...and general techniques having to do with cognition, i.e. perception and understanding
• Like other aesthetic phenomena, Game designs embody eliciting conditions for emotions and subsequent moods
• Which we all ’know’, yet when we are asked about it, can we explain it?
• Here we go…
Games without FrontiersA Resource for Game Studies & Design
Applying Emotion theory• Ortony, Collins & Clore: The Cognitive Structure of Emotions
(1990)
• Emotions are valenced (+/-) reactions towards agents, events, or objects in the world
• Games create micro-worlds with agents, events, and objects
• Emotion categories according to the OCC model:
• Prospect-based emotions
• Fortunes-of-others emotions
• Attribution emotions
• Attraction emotions
• Well-being emotions
Games without FrontiersA Resource for Game Studies & Design
Player Experience• At present, games privilege prospect-based and
attribution emotions
• There is potential for new player experiences in fortunes-of-others and attraction emotions
• How can this theoretical premise applied into practice?
• How can fortunes-of-others and attraction elicited through design?
• Design of goals as a key
Games without FrontiersA Resource for Game Studies & Design
Psychology of Goals
• The importance of goals for player experience can not be overemphasized
• The road to attaining goals is beset by emotions
• Emotions function in the managing of goals. i.e. how players prioritize one goal or means over another
• Goals are embodied into the design of game components, characters, environments, and their attributes & behaviour
Games without FrontiersA Resource for Game Studies & Design
Fortunes-of-others as the key for empathy• Game designs can embody eliciting conditions
for empathy and Altruism:
• With goals the completion of which benefit other players or game characters
• With possibilities for players to act towards completing such goals
• With persuasive goal rhetoric embodied, e.g., into characters and their needs
Games without FrontiersA Resource for Game Studies & Design
Nurturing as a set of game mechanics• Concrete actions for players that support emergence
of a mood of altruism
• Gift-giving; Remembering
• Caring
• Delivering
• Sharing
• …You name it!
Games without FrontiersA Resource for Game Studies & Design
Rhetoric of Caring• Function of metaphor is to understand one
concept in terms of another
• In game design, metaphors are created for rules
• Sets of metaphors constitute the theme of the game
• Theme is communicated with a certain rhetoric that persuades the players to play
• Case example: Two designs of delivery with different metaphors: Ico vs. Thrust
Games without FrontiersA Resource for Game Studies & Design
Theme is everything!
Games without FrontiersA Resource for Game Studies & Design
Animal Crossing• Designing recognition, alignment, and/or allegiance to
characters is another key to empathy
• Dialogue as a characterization technique that elicits emotions: Behaviour of NPCs need not be restricted to animation techniques! (cf. ‘Uncanny valley’)
• Goal hierarchy as a key to achieve this:
• Goals-of-animals contribute to Goals-of-self and Goals-of-village
• Mood supported: Community spirit, i.e. caring about common concerns and the ‘feelings’ of the animal characters
Games without FrontiersA Resource for Game Studies & Design
Games without FrontiersA Resource for Game Studies & Design
Nintendogs• Simulation of a living being and its
behaviour as a set of eliciting conditions
• Gestures and canine behavioural cues (wagging the tail, barking) as constituents of eliciting conditions
• Dog as a faithful companion which, as a pet, still depends on the care of a human
• ’Pet schema’ as a structure, i.e. event schema about caring, functions as a metaphor for understanding Nintendogs rules
Games without FrontiersA Resource for Game Studies & Design
Shadow of the Colossus• Sense of Loss & Inevitability as key
moods
• The player is put to destroy that which provides the player experience of spectacle and struggle
• The tone of game rhetoric supports this; completion of high-order goals are communicated with tragic overtones
• Could be used as design solutions for an environmentalist game?
Games without FrontiersA Resource for Game Studies & Design
Dying in Darfur• Empathy through identification
with Goals-of-Darfurian refugees
• Empathy through persuasion
• Three types of persuasion:
• Response-Shaping,
• Response-Reinforcing, or
• Response-Changing
• Identifying with Fortunes-of-Darfurians as intellectual and altruistic ’Ideo-Pleasure’
Games without FrontiersA Resource for Game Studies & Design
Summary• Game designs embody eliciting conditions for emotions
• The constituents of eliciting conditions include goals, player possessions, player performances, etc.
• Emotion theory gives us concepts & vocabulary with which to talk about goal and player relationships
• At present, fortunes-of-self type of emotions are overprivileged in games.
• Designing constituents for Fortunes-of-others through goal hierarchies and game mechanics as a method
• ... in order to create community ties and broader audiences
Games without FrontiersA Resource for Game Studies & Design
Further Resources
• http://www.gameswithoutfrontiers.net
• Aki’s Thesis chapters & online analysis tools (TBA)
• http://gamegame.blogs.com
• Card game / brainstorming tool for game design
• aki@gameswithoutfrontiers.net
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