Accounting for Affective Responses in Video Games
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Transcript of Accounting for Affective Responses in Video Games
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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
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The Appetizer…
A “critique of airport security practices” (Persuasive Games, 2006).
“See if you've got what it takes to keep airline travel safe...”
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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?
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…I’d like you to meet Mr. Grodal (2003; 2009)
Perception
Emot
ion
Cog
nitio
n
Motor Action
PECMA flow model
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…I’d like you to meet Mr. Grodal (2003; 2009)
Perception
Emot
ion
Cog
nitio
n
Motor Action
PECMA flow model
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I think you two have common interests…
A flexible model of the player’s experience synthesizing Juul’s and Grodal’s theories.
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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.”
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“What do you want to do?”
The rippling effect of competing resonances as communication is foreshortened.
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To do list
Re-examine user “experience” underneath interaction
“Meaning” from/through interactive experiences
“Task” can be more than a process.