Accounting for Affective Responses in Video Games Dave Jones Old Dominion University (Norfolk, VA) University of Southern Indiana (Evansville, IN) [email protected] ACM SIGDOC 2009 Indiana University Bloomington, IN
Jun 16, 2015
Accounting for Affective Responses in Video Games
Dave JonesOld Dominion University (Norfolk, VA)
University of Southern Indiana (Evansville, IN)
ACM SIGDOC 2009Indiana UniversityBloomington, IN
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Understanding user/usability problems for games as communication medium
When Jesper Juul met Torben Grodal
New model
Using games to understand more about communication design
The Appetizer…
A “critique of airport security practices” (Persuasive Games, 2006).
“See if you've got what it takes to keep airline travel safe...”
Hello, Mr. Juul (2005)…
Representational and/or semiotic modes.
Operational constraints that configure the interactive space and player abilities.
In other words, how important is a narrative?
…I’d like you to meet Mr. Grodal (2003; 2009)
Perception
Emot
ion
Cog
nitio
n
Motor Action
PECMA flow model
…I’d like you to meet Mr. Grodal (2003; 2009)
Perception
Emot
ion
Cog
nitio
n
Motor Action
PECMA flow model
I think you two have common interests…
A flexible model of the player’s experience synthesizing Juul’s and Grodal’s theories.
FRUSTRATION! (or, “Weaponizing a mouse”)
What do I need to click?
What can I let go?
How much “time” do I have?
How many mistakes have I made?
Do I have everything?
“You may proceed through.”
“What do you want to do?”
The rippling effect of competing resonances as communication is foreshortened.
To do list
Re-examine user “experience” underneath interaction
“Meaning” from/through interactive experiences
“Task” can be more than a process.