[문화]Beyond Winning: A Situational Analysis of Two Digital Autobiographical Games

제목 : Beyond Winning: A Situational Analysis of Two Digital Autobiographical Games

저자 : Matthew Farber, Karen Schrier

초록 :
This paper examines two digital autobiographical games, That Dragon, Cancer and Depression Quest. Autobiographical games are playable narratives based on the authors’ or designers’ lived experiences. These games were chosen because they share situations that are difficult, dire and/or beyond control. Two researchers evaluated the two games independently as case studies. The purpose of researching through case study methodology was to develop a list of elements and common themes that could then be further empirically studied. The researchers apply Upton’s (2018) situational game design framework, a lens that considers the heuristics in players’ minds before and between actions, while also considering the case studies in light of research on games and empathy and compassion. This research is intended to fill an important gap because it helps us to identify game elements to evaluate further so that we can better support and care for those managing difficult situations. Four themes emerged from our analysis of the two different games: (1) restrictions of player agency, (2) forced failure, (3) pause points in each game that may allow for player reflection and (4) messages of hope.

URL : https://gamestudies.org/2104/articles/farber_schrier