B

Topic 1, Whatever the Emtional Experience ITs Up to Them

1. Introduction

  • Increased interest in emotionally impactful player experiences in HCI games research.

  • Study focuses on perspectives of indie game designers, which have been largely overlooked.

  • Interviews with 14 designers reveal:

    • Clear vision for emotional impact.

    • Aim for personal player experiences without direct involvement in design.

    • Gaps identified between design practices and PX research.

    • Highlights opportunities for HCI research to support game designers.

2. Related Work

  • Historically, PX research centered on entertainment aspects of games (fun/enjoyment).

  • Recent studies explore nuanced emotional experiences (e.g., emotional challenges, discomfort, attachment).

  • The existing literature tends to indirectly address emotional responses, lacking guidance on specific design practices for emotional experiences.

  • The need for a closer understanding of designers’ viewpoints to inform PX research and bridge research-practice gaps.

3. Method

3.1 Participants

  • Sample included indie game designers involved in creating emotionally impactful games.

  • 14 out of 39 contacted designers participated in the study based on specific selection criteria.

3.2 Procedure

  • Semi-structured interviews conducted with a focus on:

    • Motivations behind emotionally impactful design.

    • Intended player experiences.

    • Emotional challenges within gameplay.

    • Challenges faced in the design process.

  • Interviews conducted via various platforms (video chat, email, instant messaging).

3.3 Thematic Analysis

  • Reflexive, inductive thematic analysis approach.

  • Development of 115 initial codes leading to candidate themes.

  • Identified three main themes:

    1. Design Vision: Impact Players on a Personal Level.

    2. Gameplay: Creating Room for Experience.

    3. Experiential Fine-Tuning.

4. Results

4.1 Design Vision: Impact Players on a Personal Level

  • Designers prioritize impactful and personal player experiences.

  • Many designers articulate specific feelings intended to evoke:

    • E.g., "experience of utter loneliness" or "feel disturbed".

  • Some designers allow for ambiguity, encouraging player interpretation.

  • Use of vague endings fosters unique interpretations among players.

4.2 Gameplay: Creating Room for Experience

  • Designers create contexts that allow player experiences to flourish.

  • Balance between negative and positive moments is crucial for appreciation.

  • Attention to gameplay mechanics to ensure alignment with emotional objectives.

  • Room for player interpretation is emphasized:

    • E.g., role-playing through ambient mechanics rather than explicit narratives.

4.3 Experiential Fine-Tuning

  • Continuous shaping of emotional experiences through playtesting.

  • Reliance on intuition and personal experience of the developers during development phases.

  • Player feedback typically gathered late in the design process.

  • Emphasis on evaluating narratives and emotional engagement at later stages.

5. Discussion

  • Gaps exist between designers' values and PX research focus on specific emotional responses.

  • Future research should explore players' individual interpretations and emotional experiences more broadly.

  • Consider ambiguity as an important design element for emotional and interpretative challenges.

  • Player feedback and shared language between researchers and designers are crucial for narrowing the gap in emotional design practices.

6. Conclusion

  • Designers have a clear vision for emotional experiences but predominantly aim to offer personal interpretations.

  • Players' active engagement is essential for depth and emotional connection.

  • Highlighting the research-practice gap presents new avenues for future HCI games research and practical support for designers.