Playing at empathy: Representing and experiencing emotional growth through Twine games

Anastasia Salter
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引用次数: 10

Abstract

While many games use physical health as a metric and ask the player to become invested in “health” as a resource, emotional health and experiences of trauma, depression, stress, and anxiety are less frequently explored. Yet games represent a powerful space for exploring emotional conditions and allowing players to experiment with choices in the face of difficult circumstances. The Twine platform, a free open-source tool for making primarily text-based games, offers a compelling system for representations of this kind. Close play of games made with this system demonstrates that what is essential for emotional representation is not player agency: instead, it is the lack of choice that is most strongly resonant.
玩同理心:通过Twine游戏表现和体验情感成长
虽然许多游戏使用身体健康作为衡量标准,并要求玩家投入“健康”作为一种资源,但情感健康以及创伤、抑郁、压力和焦虑的体验却很少被探索。然而,游戏为探索情感状况提供了一个强大的空间,允许玩家在面对困难情况时尝试各种选择。Twine平台是一个免费的开源工具,主要用于制作基于文本的游戏,它为这类游戏的呈现提供了一个引人注目的系统。近距离体验这一系统所创造的游戏便会发现,情感表现的关键并非玩家代理:相反,最能引起共鸣的是缺少选择。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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