How Games Move Us: Emotion by Design

How Games Move Us: Emotion by Design

by Katherine Isbister
How Games Move Us: Emotion by Design

How Games Move Us: Emotion by Design

by Katherine Isbister

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Overview

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.

Product Details

ISBN-13: 9780262333245
Publisher: MIT Press
Publication date: 03/04/2016
Series: Playful Thinking
Sold by: Penguin Random House Publisher Services
Format: eBook
Pages: 192
File size: 5 MB
Age Range: 18 Years

About the Author

Katherine Isbister is Professor of Computational Media at the University of California, Santa Cruz, and is the author of Better Game Characters by Design. She was the founding Director of the Game Innovation Lab at New York University.

Table of Contents

On Thinking Playfully ix

Acknowledgments xi

Introduction xv

1 A Series of Interesting Choices: The Building Blocks of Emotional Design 1

2 Social Play: Designing for Multiplayer Emotions 43

3 Bodies at Play: Using Movement Design to Create Emotion and Connection 73

4 Bridging Distance to Create Intimacy and Connection 109

Endgame: A Few Last Thoughts 131

Notes 135

Ludography 151

Index 153

What People are Saying About This

Mark DeLoura

You carefully consider the narrative, design, and technology for your game, but what of the emotions you are eliciting? Isbister's work courageously urges us to consider games as a means for communicating emotion, not just sights and sounds. How might you emotionally impact your player thoughtfully, and purposefully?

Colleen Macklin

How Games Move Us is the first book to fully explore the complex social and psychological relationships we have with videogames—and each other—as we play. Whether you're a designer, a player, or someone who is simply curious about the human aspects of play, this small volume is packed with exciting findings that will inform how we play, make, and think about games.

Jane McGonigal

Katherine Isbister has long been one of the most important scholars of games—and certainly the most empathic. Her new book, How Games Move Us, is an invaluable guide to the many ways that games can be designed to provoke powerful positive emotions, not to mention chills, goosebumps, and transformative experiences that change how we see ourselves and the people we play with. It's an essential read for all game scholars and game designers who want to make a real emotional impact with their work.

Noah Falstein

In How Games Move Us, Katherine Isbister gets to the heart of what makes games a powerful emotional medium. She writes clearly and persuasively about the actual techniques game developers use to reach players emotionally and explains why those techniques have impact. I particularly enjoyed the many examples of compelling emotional moments in games that illustrate and corroborate her analysis.

Endorsement

Katherine Isbister is always insightful and thoughtful in her analysis of the game creation process, and in this book she continues to set standards and raise appreciation for the art of game-making.

Tim Schafer, Founder, Double Fine Productions

From the Publisher

Katherine Isbister has long been one of the most important scholars of games—and certainly the most empathic. Her new book, How Games Move Us, is an invaluable guide to the many ways that games can be designed to provoke powerful positive emotions, not to mention chills, goosebumps, and transformative experiences that change how we see ourselves and the people we play with. It's an essential read for all game scholars and game designers who want to make a real emotional impact with their work.

Jane McGonigal, PhD, author of Reality Is Broken and creator of SuperBetter

In How Games Move Us, Katherine Isbister gets to the heart of what makes games a powerful emotional medium. She writes clearly and persuasively about the actual techniques game developers use to reach players emotionally and explains why those techniques have impact. I particularly enjoyed the many examples of compelling emotional moments in games that illustrate and corroborate her analysis.

Noah Falstein, Chief Game Designer, Google

How Games Move Us is the first book to fully explore the complex social and psychological relationships we have with videogames—and each other—as we play. Whether you're a designer, a player, or someone who is simply curious about the human aspects of play, this small volume is packed with exciting findings that will inform how we play, make, and think about games.

Colleen Macklin, Associate Professor, Art, Media, and Technology, Parsons The New School for Design; Co-director, PETLab

You carefully consider the narrative, design, and technology for your game, but what of the emotions you are eliciting? Isbister's work courageously urges us to consider games as a means for communicating emotion, not just sights and sounds. How might you emotionally impact your player thoughtfully, and purposefully?

Mark DeLoura, former Senior Advisor for Digital Media, White House Office of Science and Technology Policy; Creator, Game Programming Gems series

Katherine Isbister is always insightful and thoughtful in her analysis of the game creation process, and in this book she continues to set standards and raise appreciation for the art of game-making.

Tim Schafer, Founder, Double Fine Productions

Tim Schafer

Katherine Isbister is always insightful and thoughtful in her analysis of the game creation process, and in this book she continues to set standards and raise appreciation for the art of game-making.

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