Affective Networks at Play

As has been noted in recent years, the world of non-digital games has experienced a renaissance both in terms of popularity of specific titles and the creation of new titles. However, critics have been less vocal about the specific dimensions of this renaissance. What kinds of games is it producing? What kinds of interactions are being generated? I would like to suggest that the chief design innovation revolves around the way the decision space of a game seeks to organize the feelings of its players. Not only has this engagement with feeling helped foster the revolution in game design, but it also continues to generate ever more sophisticated and reflective designs that continue to investigate the tangled feelings of players and the shared activity that continues to bring them back into the space of the game.

Catan, COIN, and The Quiet Year
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https://doi.org/10.1184/R1/7683635.v1
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