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Stuck in a vault with magnetizing distractions: Using deep games to model a personal experience of loneliness
Uppsala University, Disciplinary Domain of Humanities and Social Sciences, Faculty of Arts, Department of Game Design.
Uppsala University, Disciplinary Domain of Humanities and Social Sciences, Faculty of Arts, Department of Game Design.
2021 (English)Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
Abstract [en]

Designing games around complex emotions and experiences can be seen as quite difficult for game designers. Therefore, this paper sought to research how to convey the emotional state of an individual through design based on a chosen experience. The chosen experience was the feeling of loneliness with connection to the fear of rejection. This paper will be using Rusch’s (2017) method of designing deep games as a way of modeling an experience of loneliness as perceived by one of the authors. This model will be based on a conversation between the two authors with one acting as an experience expert and the other one as a listener. The results from this method seek to gain a catalog of experiences and thoughts about the experience expert’s feelings of loneliness that can be used to construct metaphors. These metaphors are then used to create game mechanics that combined hope to achieve a sincere recreation of the experience expert feelings of loneliness. This paper will go into depth on the design decisions made during the production of the deep game modeling the emotion loneliness.

Abstract [sv]

Att designa spel kring komplexa känslor och upplevelser kan ses som en svårighet för speldesigners. Därför försökte denna uppsats undersöka hur man förmedlar en individs emotionella tillstånd genom design baserat på en vald upplevelse. Den valda upplevelsen var känslan av ensamhet med koppling till rädslan av förkastelse. Denna uppsats kommer att använda Ruschs (2017) metod för att designa djupa spel som ett sätt för att modellera en upplevelse av ensamhet som uppfattas av en av författarna. Denna modell kommer att baseras på en intervju mellan de två författarna med en som tar rollen av en erfarenhetsexpert och den andra som en lyssnare. Resultaten från denna metod försöker få en katalog med upplevelser och tankar om erfarenhetsexpertens känslor av ensamhet som kan användas för att konstruera metaforer. Dessa metaforer används sedan för att skapa spelmekaniker som kan kombineras med hopp om att uppnå en uppriktig rekreation av den individuella känslan av ensamhet som erfarenhetsexperten uplever. Denna uppsats kommer att gå djupare in på de designbeslut som fattas under produktionen av det djupa spelet som modellerar känslan av ensamhet.

Place, publisher, year, edition, pages
2021. , p. 17
Keywords [en]
Video games, Loneliness, Deep games, Modeling emotions
National Category
Design
Identifiers
URN: urn:nbn:se:uu:diva-449571OAI: oai:DiVA.org:uu-449571DiVA, id: diva2:1582780
Subject / course
Game Design
Educational program
Game Design and Programming
Supervisors
Examiners
Available from: 2021-10-13 Created: 2021-08-03 Last updated: 2021-10-13Bibliographically approved

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CiteExportLink to record
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Citation style
  • apa
  • ieee
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More languages
Output format
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