Negative emotion, positive experience? Emotionally moving moments in digital games
Emotions are key to the player experience (PX) and interest in the potential of games to
provide unique emotional, sometimes uncomfortable experiences is growing. Yet there has …
provide unique emotional, sometimes uncomfortable experiences is growing. Yet there has …
A breathtaking journey. On the design of an empathy-arousing mixed-reality game
Persuasive games exist for a wide variety of objectives, from marketing, to healthcare and
activism. Some of the more socially-aware ones cast players as members of disenfranchised …
activism. Some of the more socially-aware ones cast players as members of disenfranchised …
“An Odd Kind of Pleasure” Differentiating Emotional Challenge in Digital Games
Recent work introduced the notion of emotional challenge as a means to afford more unique
and diverse gaming experiences. However, players' experience of emotional challenge has …
and diverse gaming experiences. However, players' experience of emotional challenge has …
Negative emotions, positive outcomes? exploring the communication of negativity in serious data stories
Recent work has highlighted that emotion is key to the user experience with data stories.
However, limited attention has been paid to negative emotions specifically. This work …
However, limited attention has been paid to negative emotions specifically. This work …
Immersive speculative enactments: Bringing future scenarios and technology to life using virtual reality
AL Simeone, R Cools, S Depuydt, JM Gomes… - Proceedings of the …, 2022 - dl.acm.org
In this paper we present Immersive Speculative Enactments (ISEs), a novel concept that
extends conventional Speculative Enactments to Virtual Reality. Through ISEs, participants …
extends conventional Speculative Enactments to Virtual Reality. Through ISEs, participants …
Need frustration in online video games
M Kosa, A Uysal - Behaviour & Information Technology, 2022 - Taylor & Francis
Self-determination theory posits that satisfaction of basic psychological needs is essential for
well-being. Empirical evidence for the distinction between need frustration and need …
well-being. Empirical evidence for the distinction between need frustration and need …
What can HCI learn from sexual consent? A feminist process of embodied consent for interactions with emerging technologies
Sexual consent has undergone a transformation toward an “enthusiastic” feminist model that
emphasizes consent as an ongoing and voluntary process of negotiation and affirmation …
emphasizes consent as an ongoing and voluntary process of negotiation and affirmation …
" Horror, guilt and shame"--Uncomfortable Experiences in Digital Games
CPR Gowler, I Iacovides - Proceedings of the annual symposium on …, 2019 - dl.acm.org
Gameplay frequently involves a combination of positive and negative emotions, where there
is increasing interest in how to design for more complex forms of player experience …
is increasing interest in how to design for more complex forms of player experience …
“Whatever the emotional experience, it's up to them”: Insights from designers of emotionally impactful games
A Denisova, JA Bopp, TD Nguyen… - Proceedings of the 2021 …, 2021 - dl.acm.org
Emotionally impactful game experiences have garnered increasing interest within HCI
games research. Yet the perspectives of designers have, to date, remained largely …
games research. Yet the perspectives of designers have, to date, remained largely …
[HTML][HTML] The positive discomfort of spec ops: The line
K Jørgensen - Game studies, 2016 - gamestudies.org
This article documents how players report the positive discomfort of playing the third-person
military shooter Spec Ops: The Line (Yager Entertainment, 2012), and analyses their …
military shooter Spec Ops: The Line (Yager Entertainment, 2012), and analyses their …