Accounting for Affective Responses in Video Games

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Accounting for Affective Responses in Video Games

  1. 1. Accounting for Affective Responses in Video Games <br />Dave Jones<br />Old Dominion University (Norfolk, VA)<br />University of Southern Indiana (Evansville, IN)<br />djone111@odu.edu<br />ACM SIGDOC 2009<br />Indiana University<br />Bloomington, IN<br />
  2. 2. Loading…<br />Understanding user/usability problems for games as communication medium<br />When JesperJuul met TorbenGrodal<br />New model<br />Using games to understand more about communication design<br />
  3. 3. The Appetizer…<br />A “critique of airport security practices” (Persuasive Games, 2006).<br />“See if you&apos;ve got what it takes to keep airline travel safe...” <br />
  4. 4. Hello, Mr. Juul(2005)…<br />Operational constraints that configure the interactive space and player abilities.<br />Representational and/or semiotic modes.<br />In other words, how important is a narrative?<br />
  5. 5. …I’d like you to meet Mr. Grodal(2003; 2009)<br />PECMA flow model<br />Emotion<br />Cognition<br />Perception<br />Motor Action<br />
  6. 6. …I’d like you to meet Mr. Grodal(2003; 2009)<br />PECMA flow model<br />Emotion<br />Cognition<br />Perception<br />Motor Action<br />
  7. 7. I think you two have common interests…<br />A flexible model of the player’s experience synthesizing Juul’s and Grodal’s theories.<br />
  8. 8. FRUSTRATION! (or, “Weaponizing a mouse”)<br />What do I need to click?<br />What can I let go?<br />How much “time” do I have?<br />How many mistakes have I made?<br />Do I have everything?<br />“You may proceed through.”<br />
  9. 9. “What do you want to do?”<br />The rippling effect of competing resonances as communication is foreshortened.<br />
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  13. 13. To do list<br />Re-examine user “experience” underneath interaction<br />“Meaning” from/through interactive experiences<br />“Task” can be more than a process.<br />

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