Designing Games for Affect

A Two-Year Post-Mortem

For games, affect theory lets us look at a game’s mechanics, visuals, soundscape, systems of interaction, and forms of movement as contributing to a specific affect. In my Master’s thesis, I focused on the affect of intimacy, which I understood as a vulnerable, precarious closeness, the feeling you might get sharing a passing look with a stranger on a train or opening up to a friend about an insecurity. I looked at Overwatch, The Last Guardian, and The Legend of Zelda: Breath of the Wild to see how they created different kinds of intimate affects. I found that each game, in its own way, created a sense of intimacy through its systems of interaction, visuals, sound, and temporality. Continue Reading

Unforgotten Fantasies

Romantic Play within the Game Art of Angela Washko and Nina Freeman

Within the last twenty years, the discussion around whether videogames are art has been in a state of rapid flux, with prominent debates focusing on topics of cultural legitimation and identifying relations to various historical avant-garde movements. Many of these conversations have relied on positioning videogames as a novel medium which needs to be both defined and defended, often in relation to other media forms with longer, established histories such as film and literature. As Aubrey Anable (2018) states, throughout much of gaming history a common assumption about what obstructed videogames from achieving the status of fine art was their apparent inability to “affect our feelings” with the recurring question as to whether or not they can make us cry (location 34). Continue Reading

Interview with Katja Rogers

Katja Rogers is a Computer Science PhD student from the Institute of Media Informatics at Ulm University, Germany. As a visiting researcher at the University of Waterloo, her project focused on the effects of audio on player experience in a VR horror game. Her previous projects involved topics such as NPC design, evolutionary algorithms, persuasive and pervasive games, as well as augmented reality. Continue Reading

First Person Podcast Episode 22

Do Not Adjust Your Scare Goggles: VR Horror and Horrific VR

“Is 2016 The Year of Virtual Reality?” Chris Morris asked in 2015 in an article for Fortune. In June of this year, Brian Crecente writing for Polygon magazine declared 2016 “both the peak and turning point of virtual reality”. The sense that the crest of VR’s popularity may have already peaked was the idea behind this month’s podcast, in which our participants Betsy Brey, Rob Parker and Justin Carpenter revisit the question with only a slight revision: was 2016 the year of VR? Continue Reading

Becoming Sensate

New Approaches to Observing Play

Games move us (Apperley & Jayemayne, 2012; Giddings, 2009). They teach us how to play them, how to move through their worlds, how to learn their protocols, and how to negotiate their persistent blending of virtual and physical worlds. The moving parts of a situation of gameplay – the platform, the narrative, the player and her environment – act as an assemblage, a constantly changing interaction of humans and nonhumans influencing one another. The notion of play is not a fixed reality, but a result of these elements in constant contact and becoming what we recognize as play (Massumi, 2002). Continue Reading