“Conversations with pigeons”: Capturing Players’ Lived Experience of Perspective Challenging Games

Author:

Whitby Matthew Alexander1ORCID,Iacovides Ioanna1ORCID,Deterding Sebastian2ORCID

Affiliation:

1. University of York, York, UK

2. Imperial College, London, UK

Abstract

Video games are increasingly designed to provoke reflection and challenge players’ perspectives. Yet we know little about how such perspective-challenging experiences come about in gameplay. In response, we used systematic self-observation diaries and micro-phenomenological interviews to capture players’ (n=15) lived experience of perspective challenges in purposely sampled games including Hatoful Boyfriend, The Stanley Parable, or Papers, Please. We found a sequence of trigger, reflection, and transformation constituting perspective-challenging experiences, matching Mezirow’s model of transformative learning. Most of these were game-related or ‘endo-game’, suggesting that medium self-reflection could be an overlooked part of everyday game reflection and appreciation. Reflections were accompanied by a wide range of emotions, including frequent epistemic emotions, and emotions could change drastically even during short gameplay experiences. Actual perspective change or transformation was rare. We construct a model of granular types of triggers, reflections, and transformations that can aid reflective game design.

Funder

EPSRC Centre for Doctoral Training in Intelligent Games and Game Intelligence

Publisher

Association for Computing Machinery (ACM)

Subject

Computer Networks and Communications,Human-Computer Interaction,Social Sciences (miscellaneous)

Reference77 articles.

1. 11 bit studios. 2014. This War of Mine. Game [Windows]. 11 bit studios Poland 11 bit studios. 2014. This War of Mine. Game [Windows]. 11 bit studios Poland

2. Mike Allen . 2017. The SAGE encyclopedia of communication research methods . SAGE Publications . Mike Allen. 2017. The SAGE encyclopedia of communication research methods. SAGE Publications.

3. Santiago Arango-Muñoz and Kourken Michaelian. 2014. Epistemic Feelings and Epistemic Emotions (Focus Section). Santiago Arango-Muñoz and Kourken Michaelian. 2014. Epistemic Feelings and Epistemic Emotions (Focus Section).

4. Nick Ballou and Sebastian Deterding . 2022. ‘I Just Wanted to Get it Over and Done With’: A Grounded Theory of Psychological Need Frustration in Video Games. PsyArXiv. August, 10 ( 2022 ). Nick Ballou and Sebastian Deterding. 2022. ‘I Just Wanted to Get it Over and Done With’: A Grounded Theory of Psychological Need Frustration in Video Games. PsyArXiv. August, 10 (2022).

5. Pippin Barr . 2016. Critical Jostling . G| A| M| E Games as Art , Media , Entertainment, 1, 5 ( 2016 ). Pippin Barr. 2016. Critical Jostling. G| A| M| E Games as Art, Media, Entertainment, 1, 5 (2016).

Cited by 1 articles. 订阅此论文施引文献 订阅此论文施引文献,注册后可以免费订阅5篇论文的施引文献,订阅后可以查看论文全部施引文献

1. A Design Framework for Reflective Play;Proceedings of the CHI Conference on Human Factors in Computing Systems;2024-05-11

同舟云学术

1.学者识别学者识别

2.学术分析学术分析

3.人才评估人才评估

"同舟云学术"是以全球学者为主线,采集、加工和组织学术论文而形成的新型学术文献查询和分析系统,可以对全球学者进行文献检索和人才价值评估。用户可以通过关注某些学科领域的顶尖人物而持续追踪该领域的学科进展和研究前沿。经过近期的数据扩容,当前同舟云学术共收录了国内外主流学术期刊6万余种,收集的期刊论文及会议论文总量共计约1.5亿篇,并以每天添加12000余篇中外论文的速度递增。我们也可以为用户提供个性化、定制化的学者数据。欢迎来电咨询!咨询电话:010-8811{复制后删除}0370

www.globalauthorid.com

TOP

Copyright © 2019-2024 北京同舟云网络信息技术有限公司
京公网安备11010802033243号  京ICP备18003416号-3