Read – Book – How Games Move Us: Emotion by Design (Katherine Ibister)

Notes from the Book

Chapter 1: Building blocks of emotional design

  • a game is about choices : actions with consequences and this creates feelings in the players
  • we are witnesses and actors in the game
  • good games encourage flow states and can create social emotions
  • NPCs can contribute to social engagement

Chapter 2: Designing for multiplayer emotions

  • Ways that social play is effective
    • bonding through coordinated actions
    • social avatars and role play
    • social situations

Chapter 3: Using movement design to create emotion and connections

  • Movement affects our own emotions and the emotions of those watching us
  • Competition is fun and accentuated by physicality
  • Wearables can enhance the game fantasy world

Chapter 4: Bridging distance to create intimacy and connection

  • Collective play can build communities
  • Communities are vulnerable though as developers may close the network

Reflections

I’m still not sure if I completely agree with the idea of games being unique in their ability to evoke particular emotions (like guilt through making ‘bad choices’) as I think that this can be try of other mediums (like film) but perhaps the difference is in the way people relate to film / books etc. Many people choose not to read or watch certain things because they know they will feel ‘bad’ for reading or watching these things. In a game, perhaps you don’t know this will happen until you play them.

I like the emphasis on the way that games can build social connections but also I want to find out more about how games could contribute to non-pro-social behaviours and isolation. For example, where games can become addictive or exacerbate real world social isolation. I guess I am making a value judgement here about the relative merits of real world versus online world social interaction. I think ideally everyone would have access to both and enjoy both too.

Next Steps

This small book has given me a framework to understand the positive potential for games to create emotions and social interactions. The next part of my research will be looking at the specific intersection between male gender and games and I wonder how the above principals work or apply in situations where people may be upset or disturbed by games or if the games turn out to be something they didn’t expect?

Bibliography

Isbister, K. (2016). How Games Move Us : Emotion by Design. Cambridge, Ma: Mit Press.