Monkey See, Monkey Do:

Semiotics and Affordances in Monkey Island

Figure 2

At their heart, adventure games are about exploration and discovery. Players must connect with the world around them to solve puzzles and progress forward, making player/game space interaction a key component of the genre. When looking at the design of these games, investigating them through the dual lenses of semiotics and affordances can help describe the subtle nuances of interactivity and game design, which can make or break player experience. According to Saussure (1983), semiotics is the study of signs, symbols and the meanings these have in communication, while Norman (2003) argues affordances describe human interaction with objects and spaces. Continue Reading

Bioshock to the System:

How Gaming Reconnected Me With Childhood Trauma

Game scholarship tends to require researchers to assume a detached perspective on their materials of choice. While our first Nintendo console may have wowed us as children, and while modern games like Fallout 4 may continue to draw us into hours-long play sessions, we have to set aside our emotional relationships with such titles when it is time to get to work. No academic journal is going to publish an article on how sad The Last of Us made us, or how excited we were to finally vanquish those pesky Aztecs in Civilization. We might record such responses from others if, for example, we take an ethnographic approach in our research. But it is our own feelings, and our own affective responses to the games we play, that are often silenced. But what are we losing by adopting such a perspective? Continue Reading

Silent Performers of Myth:

Structuralist and Poststructuralist Approaches to The Stanley Parable

Released in 2013, The Stanley Parable is a piece of interactive fiction created by independent developer Galactic Café. I introduce the game as an “interactive fiction” to underscore its attentiveness to narrative, because while it can be “beaten,” that is most certainly not its focus; besides, to argue the definition of a game is a topic for another essay entirely. The point is that, rather than focusing on nuanced mechanics and systems, the narrative structure of the game and its interrogation of player agency comprise the heart of The Stanley Parable’s experience.

On the latter point of agency, the game drives home the idea that, though games may afford players with a sense of control over the outcomes of both predetermined and emergent narratives, the range of outputs is limited by virtue of the limitations of assets and coding. In Grand Theft Auto V, for example, players can hold up gas stations, run over pedestrians, and go skydiving, but they cannot attend classes at a university, leave the fictional game-world of Los Santos, or perform any action that would require assets or feedback loops not provided for in the game’s files and programming. Continue Reading

A Super Better Gameful Life

Jane McGonigal

Her new book, SuperBetter: A Revolutionary Approach to Getting Stronger, Happier, Braver and More Resilient–Powered by the Science of Games (Penguin Books, 2015), seeks to explain in detail the SuperBetter method, which aims to teach how to live and overcome every life obstacle with a gameful mindset. McGonigal defined what “being gameful” means to her back in 2009: “having the positive traits of a gamer” (or a game), such as strong motivation and goal orientation, confidence in one’s own capabilities, enjoying the pursuit of new challenges, perseverance in the face of obstacles, and a passion for learning new skills 1. SuperBetter explains how to bring this mindset to everyday life. Continue Reading