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‘Stargazing’
  Emotional Analysis of
        Game Designs

       Aki Järvinen, Ph.D.


GameCultures Conference /
    Magdeburg 2009-3-21
Background:
PhD study in
game design
      theory




               http://acta.uta.fi/english/teos.php?id=11046
Recent work   •  ‘Understanding Video Games as
 on games &      Emotional Experiences’
   emotions   •  B.Perron & M.J.Wolf (eds.) Video
                 Game Theory Reader 2. London &
                 New York: Routledge. 2008.
              •  Adapting the ‘OCC model’ into
                 game analysis
Exploring
  models for
   analyzing
     events,
    agents &
  objects in
game worlds
My design
    research
  into games
as results of
       design
 practices &
    solutions
•    The author introduces means for
                    analyzing existing game designs with
‘Stargazing’        particular emphasis on identifying their
                    emotionally relevant features.
summarized
               •    The method aims to give tools for
                    uncovering the secrets of successful
                    game designs, so that such findings could
                    be creatively reinvented for new
                    designs.
               •    The method applies terminology from
                    object-oriented programming in order to
                    produce results that can be
                    reformulated into a game design
                    document, or channeled into a rapid
                    prototyping task instantly.
•    Recognition of something significant
   Phasic
               •    Evaluation of the situation; plans to cope
emotions            with the situation
  parallel     •    Action readiness; tendencies
   phasic      •    Bodily and expressive effects
gameplay
             •  The four-fold phasic nature of
                emotions is constantly at work in
                gameplay
             •  Such, admittedly totalizing view to
                gameplay emotions, lets us to try to
                design them, knowingly
•    Metaphor of stars, sky, and their
  Emotional         relationships
game design    •    A romantic metaphor for a romantic
through the         design practice

metaphor of    •    In terms of the stargazing method, the
                    design elements of a game represent
  stargazing        the stars that align into certain
                    constellations...

               •    ...thus creating so-called eliciting
                    conditions, i.e. ‘conditions under which
                    an emotion can be triggered.’
The most frequently
     designed/played
eliciting condition in
        video games?
•    The premise: any particular emotional
                   episode of a player, or players, can be
Game Design        traced back to a certain game state, or a
   Research        sequence of game states.

    Problem   •    Examples:

                   •    Scripted events in Gears of War or Dead Space

                   •    Sequences of dialogue interaction in Animal
                        Crossing

                   •    Instance in World of Warcraft

                   •    Behavior of fire in Far Cry 2

              •    How to analyze their emotional constituents
                   & consequences with a rigorous method?
Game States    •  Game state is the ‘frozen slice’ of
                  gameplay, a recognizable phase,
as emotional      that can be used
   waypoints     •    as a focus point when analyzing games

                 •    as the smallest factor in designing game
                      play from an emotional /experience
                      design standpoint

               •  Game states combine into
                  sequences, and emotional
                  experiences are sequences of
                  emotions, where the result is more
                  than the sum of its parts
•    Goal monitoring is a concept originating
         Goal        from psychological studies in personal goals

  monitoring;   •    It conceptualizes the constant tracking of
                     how one is doing in terms of the goals under
where does it        pursuit
       focus,   •    i.e. as behavior that has to do with both
perceptually?        predicting and experiencing of emotions

                •    Are there certain perceptual and cognitive
                     vectors or formations – constellations - that
                     emerge in the game play process, and are
                     particular important for goal monitoring

                •    ...and consequently, for the emotional
                     design of the game?
Stargazing at
      Zuma:

  ‘The vector
 of suspense’

between the skull
  and the closest
 ball as the focus
of goal monitoring
Stargazing at
      Tetris:

‘The skyline
     vector’

  as the focus of
 goal monitoring
A practical
               •  Future work: Turning stargazing
                  results into concrete design tools
      future      with which emotional gameplay
application:      dynamics, similar to the above
                  examples, could be modeled and
                  tested through abstractions
  Emotional
 wireframe
 prototypes
Abstractions
  of vectors
  into game
design ‘toys’
Stargazing at
        Braid
Stargazing at
       Portal
•    The emotional vector, rather than being
  Stargazing at        a concrete visual set of dynamics, is a
                       mental projection into the game space
Braid & Portal:        that has to be figured out, and then
                       executed, by the player

    ‘Projected    •    Goal monitoring consists of a sequence of
                       logical deductions and their outcomes
      vectors’
                  •    Perceptual goal monitoring is used to
                       inform cognitive goal monitoring, and
                       vice versa.

                  •    ... This type of goal monitoring has
                       different consequences to the emotional
                       flavor of the play experience
Stargazing
3D & sound:
    Flower:

    ‘musical
 time-space
     vector’

heavily based on
       aesthetic
    perceptions
Stargazing
 Facebook
   games;
   Parking
     Wars:

‘revisiting
   vector’
 via login/
    logout
Practical
 design case:

Jukem the puzzle
 game prototype

    with a design
       where the
     skyline and
suspense vectors
        combine
How to   •  Research question in the works:
extrapolate   •  How can more complex game
                 mechanics & dynamics be modeled
the method       in abstract forms?
    to more
   complex
              •  Hypothesis: With the help of
                 analyzing metaphors, and how they
    genres?      relate to the events, objects, and
                 agents
              •  Left 4 Dead: how is the ‘left to
                 one’s own devices’ metaphor
                 emotionally aligned in the design of
                 the game?
Contact
          •  Aki Järvinen, Ph.D.
          •  aki@mygamestudies.com
          •  www.mygamestudies.com
          •  Twitter: @aquito

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Stargazing - Emotional Game Analysis & Design Method

  • 1. ‘Stargazing’ Emotional Analysis of Game Designs Aki Järvinen, Ph.D. GameCultures Conference / Magdeburg 2009-3-21
  • 2. Background: PhD study in game design theory http://acta.uta.fi/english/teos.php?id=11046
  • 3. Recent work •  ‘Understanding Video Games as on games & Emotional Experiences’ emotions •  B.Perron & M.J.Wolf (eds.) Video Game Theory Reader 2. London & New York: Routledge. 2008. •  Adapting the ‘OCC model’ into game analysis
  • 4. Exploring models for analyzing events, agents & objects in game worlds
  • 5. My design research into games as results of design practices & solutions
  • 6. •  The author introduces means for analyzing existing game designs with ‘Stargazing’ particular emphasis on identifying their emotionally relevant features. summarized •  The method aims to give tools for uncovering the secrets of successful game designs, so that such findings could be creatively reinvented for new designs. •  The method applies terminology from object-oriented programming in order to produce results that can be reformulated into a game design document, or channeled into a rapid prototyping task instantly.
  • 7. •  Recognition of something significant Phasic •  Evaluation of the situation; plans to cope emotions with the situation parallel •  Action readiness; tendencies phasic •  Bodily and expressive effects gameplay •  The four-fold phasic nature of emotions is constantly at work in gameplay •  Such, admittedly totalizing view to gameplay emotions, lets us to try to design them, knowingly
  • 8. •  Metaphor of stars, sky, and their Emotional relationships game design •  A romantic metaphor for a romantic through the design practice metaphor of •  In terms of the stargazing method, the design elements of a game represent stargazing the stars that align into certain constellations... •  ...thus creating so-called eliciting conditions, i.e. ‘conditions under which an emotion can be triggered.’
  • 9. The most frequently designed/played eliciting condition in video games?
  • 10. •  The premise: any particular emotional episode of a player, or players, can be Game Design traced back to a certain game state, or a Research sequence of game states. Problem •  Examples: •  Scripted events in Gears of War or Dead Space •  Sequences of dialogue interaction in Animal Crossing •  Instance in World of Warcraft •  Behavior of fire in Far Cry 2 •  How to analyze their emotional constituents & consequences with a rigorous method?
  • 11. Game States •  Game state is the ‘frozen slice’ of gameplay, a recognizable phase, as emotional that can be used waypoints •  as a focus point when analyzing games •  as the smallest factor in designing game play from an emotional /experience design standpoint •  Game states combine into sequences, and emotional experiences are sequences of emotions, where the result is more than the sum of its parts
  • 12. •  Goal monitoring is a concept originating Goal from psychological studies in personal goals monitoring; •  It conceptualizes the constant tracking of how one is doing in terms of the goals under where does it pursuit focus, •  i.e. as behavior that has to do with both perceptually? predicting and experiencing of emotions •  Are there certain perceptual and cognitive vectors or formations – constellations - that emerge in the game play process, and are particular important for goal monitoring •  ...and consequently, for the emotional design of the game?
  • 13. Stargazing at Zuma: ‘The vector of suspense’ between the skull and the closest ball as the focus of goal monitoring
  • 14. Stargazing at Tetris: ‘The skyline vector’ as the focus of goal monitoring
  • 15. A practical •  Future work: Turning stargazing results into concrete design tools future with which emotional gameplay application: dynamics, similar to the above examples, could be modeled and tested through abstractions Emotional wireframe prototypes
  • 16. Abstractions of vectors into game design ‘toys’
  • 17. Stargazing at Braid
  • 18. Stargazing at Portal
  • 19. •  The emotional vector, rather than being Stargazing at a concrete visual set of dynamics, is a mental projection into the game space Braid & Portal: that has to be figured out, and then executed, by the player ‘Projected •  Goal monitoring consists of a sequence of logical deductions and their outcomes vectors’ •  Perceptual goal monitoring is used to inform cognitive goal monitoring, and vice versa. •  ... This type of goal monitoring has different consequences to the emotional flavor of the play experience
  • 20. Stargazing 3D & sound: Flower: ‘musical time-space vector’ heavily based on aesthetic perceptions
  • 21. Stargazing Facebook games; Parking Wars: ‘revisiting vector’ via login/ logout
  • 22. Practical design case: Jukem the puzzle game prototype with a design where the skyline and suspense vectors combine
  • 23. How to •  Research question in the works: extrapolate •  How can more complex game mechanics & dynamics be modeled the method in abstract forms? to more complex •  Hypothesis: With the help of analyzing metaphors, and how they genres? relate to the events, objects, and agents •  Left 4 Dead: how is the ‘left to one’s own devices’ metaphor emotionally aligned in the design of the game?
  • 24. Contact •  Aki Järvinen, Ph.D. •  aki@mygamestudies.com •  www.mygamestudies.com •  Twitter: @aquito