“Conversations with pigeons”: Capturing Players’ Lived Experience of Perspective Challenging Games

Q1 Social Sciences
Matthew Alexander Whitby, Ioanna Iacovides, Sebastian Deterding
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引用次数: 0

Abstract

Video games are increasingly designed to provoke reflection and challenge players’ perspectives. Yet we know little about how such perspective-challenging experiences come about in gameplay. In response, we used systematic self-observation diaries and micro-phenomenological interviews to capture players’ (n=15) lived experience of perspective challenges in purposely sampled games including Hatoful Boyfriend, The Stanley Parable, or Papers, Please. We found a sequence of trigger, reflection, and transformation constituting perspective-challenging experiences, matching Mezirow’s model of transformative learning. Most of these were game-related or ‘endo-game’, suggesting that medium self-reflection could be an overlooked part of everyday game reflection and appreciation. Reflections were accompanied by a wide range of emotions, including frequent epistemic emotions, and emotions could change drastically even during short gameplay experiences. Actual perspective change or transformation was rare. We construct a model of granular types of triggers, reflections, and transformations that can aid reflective game design.
“与鸽子对话”:捕捉玩家在视角挑战游戏中的生活体验
电子游戏越来越多地被设计成激发反思和挑战玩家的视角。然而,我们对这种视角挑战体验是如何在游戏玩法中产生的知之甚少。作为回应,我们使用系统的自我观察日记和微观现象学访谈来捕捉玩家(n=15)对视角挑战的生活体验,这些游戏包括《讨厌的男朋友》、《斯坦利的寓言》和《Papers, Please》。我们发现一系列触发、反思和转变构成了挑战视角的经历,与梅齐罗的转型学习模型相匹配。其中大多数都与游戏相关或“游戏内部”,这表明媒介自我反思可能是日常游戏反思和欣赏中被忽视的一部分。思考伴随着各种各样的情绪,包括频繁的认知情绪,即使在短暂的游戏体验中,情绪也会发生巨大变化。实际的视角变化或转换是罕见的。我们构建了一个颗粒类型的触发器、反射和转换模型,这有助于反思性游戏设计。
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来源期刊
Proceedings of the ACM on Human-Computer Interaction
Proceedings of the ACM on Human-Computer Interaction Social Sciences-Social Sciences (miscellaneous)
CiteScore
5.90
自引率
0.00%
发文量
257
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