Eliciting Affective Responses Through Sentient Encounters in a Farming Computer Game


Sutherland Lee-Ann
2020 DiGRA ’20 – Proceedings of the 2020 DiGRA International Conference: Play Everywhere

Farming computer and video games embed a wide range of emotive and culturally idealised tropes and encounters. In this paper, ‘non-representational’ theory is utilised to assess the mechanisms through which affective responses are elicited in computer gameplay, applied to a case study of Stardew Valley. Analysis focuses on sentience: interactions with in-game livestock and local community members. Game mechanisms incentivise routine, daily interactions with livestock, linking affection expressed by livestock to farm productivity and financial gains and leading to a sense of responsibility for livestock welfare. In contrast, human interactions involve sporadic, discovery and reveal-based encounters. By staging these contrasting ‘worlds of affect’ in-game, Stardew demonstrates how an affectively rich landscape can be created through sentient encounter, and how the ‘work’ of grafting embedded in gameplay yields a range of affective responses.