How Games Move Us How Games Move Us
Playful Thinking

How Games Move Us

Emotion by Design

    • £11.99
    • £11.99

Publisher Description

An engaging examination of how video game design creates strong and positive emotional experiences for players—with examples from Journey, Train, Little Big Planet, and more.

This is a renaissance moment for video games—in the variety of genres they represent, and the range of emotional territory they cover. But how do games create emotion? In How Games Move Us, Katherine Isbister takes the reader on a timely and novel exploration of the design techniques that evoke strong emotions for players. She counters arguments that games are creating a generation of isolated, emotionally numb, antisocial loners. Games can actually play a powerful role in creating empathy and other strong, positive emotional experiences; they reveal these qualities over time, through the act of playing. She offers a nuanced, systematic examination of exactly how games can influence emotion and social connection, with examples—drawn from popular, indie, and art games—that unpack the gamer’s experience.

Isbister describes choice and flow, two qualities that distinguish games from other media, and explains how game developers build upon these qualities using avatars, non-player characters, and character customization, in both solo and social play. She shows how designers use physical movement to enhance players’ emotional experience, and examines long-distance networked play. She illustrates the use of these design methods with examples that range from Sony’s Little Big Planet to the much-praised indie game Journey to art games like Brenda Romero’s Train.

Isbister’s analysis shows us a new way to think about games, helping us appreciate them as an innovative and powerful medium for doing what film, literature, and other creative media do: helping us to understand ourselves and what it means to be human.

GENRE
Arts & Entertainment
RELEASED
2016
4 March
LANGUAGE
EN
English
LENGTH
192
Pages
PUBLISHER
MIT Press
SIZE
5.4
MB
Better Game Characters by Design Better Game Characters by Design
2022
Narrative Tactics for Mobile and Social Games Narrative Tactics for Mobile and Social Games
2018
Videogames and Art Videogames and Art
2012
Interactive Stories and Video Game Art Interactive Stories and Video Game Art
2017
The Advanced Game Narrative Toolbox The Advanced Game Narrative Toolbox
2019
Tabletop RPG Design in Theory and Practice at the Forge, 2001–2012 Tabletop RPG Design in Theory and Practice at the Forge, 2001–2012
2020
Playful Wearables Playful Wearables
2024
Better Game Characters by Design Better Game Characters by Design
2022
Game Usability Game Usability
2022
Real Games Real Games
2019
Ambient Play Ambient Play
2020
The Stuff Games Are Made Of The Stuff Games Are Made Of
2023
The Beauty of Games The Beauty of Games
2023
Repairing Play Repairing Play
2023
Uncertainty in Games Uncertainty in Games
2013