A Framework for Choice Hermeneutics


Focht Cyril Wardrip-Fruin Noah
2022 DiGRA ’22 – Proceedings of the 2022 DiGRA International Conference: Bringing Worlds Together

Choices in storygames do more than create narrative branches, and mean more than cause and effect. The structure of hypertext is similar to choice structures, and the way links add semantic meaning to the text they connect is similar to the way choices add semantic meaning to the events they connect. We apply research from hypertext theory to expand the framework of choice poetics presented by Mawhorter et al. (2014), outlining more detail in the choice structure they propose and reframing their discussion of choice idioms. We demonstrate this analytical framework by applying it to a reading of Sonder (Focht 2019)—a game in which choices are written to emphasize their semantic function—to show how our framework expands the vocabulary around choices to provide more descriptive ability, and in turn more analytical insight, for critics and scholars analyzing games with choice structures.

 

Liminality, Embodiment and Metamorphosis: Applying The Transformative Power of Ceremonial Magic to Mixed Reality Games Design


Dima Mariza Saridaki Maria
2022 DiGRA ’22 – Proceedings of the 2022 DiGRA International Conference: Bringing Worlds Together

In this extended abstract we borrow components of ceremonial magic design, with centuries of empirical practice of altering normality, consciousness, and sense of self, momentarily or with more lingering effects, with the aim to explore how they can be used to design meaningful, immersive game experiences.

 

Exploring Relevance, Meaningfulness, and Perceived Learning in Entertainment Games


Sharma Rhea Melcer Edward Kao Dominic
2022 DiGRA ’22 – Proceedings of the 2022 DiGRA International Conference: Bringing Worlds Together

The premise that “good” games embody sound pedagogy in their designs, even if incorporation was not deliberate, suggests that commercial entertainment games may also hold surprising educational potential. However, there is limited research exploring the potential learning experiences that entertainment games can provide, as well as how such unintended experiences could influence players’ everyday lives. In this paper, we present an exploratory study surveying thirteen university students to understand their perceived learning experiences from entertainment games, how they applied these experiences to their lives, and why they believed the experiences were personally impactful. We found that participants believed they learned (1) practical skills of collaboration and planning, and (2) a wide range of everyday knowledge and educational content. Additionally, we found all reported experiences were relevant and meaningful to players’ lives outside of the game. Lastly, we utilize findings to inform the design of games beyond entertainment, identifying potential areas for improved educational game design.

 

Genesis of a Gaming Culture: a Historical Analysis Based on the Computer Press in Portugal


Lima Luciana Pinto Camila Gouveia Patrícia
2022 DiGRA ’22 – Proceedings of the 2022 DiGRA International Conference: Bringing Worlds Together

Each technology is developed within a specific context and related to different social fields. This paper offers a historical analysis of the beginnings of press narratives about computer games in Portugal during the establishment of democracy and its entry into the European Economic Community in the 1980s. It focuses on the narratives created by two specialized computer press publications about the place of digital games in the broader social context and how gender and age group issues were presented in these narratives. It was possible to identify how computer games were directed to an imagined target population, given the worldwide tendency to relate technologies and games as a male “taste.” This helped to distinguish those legitimately interested in gaming culture and exclude all those who did not fit this norm.

 

The hidden intricacy of loot box design: A granular description of random mone-tized reward features


Ballou Nick Gbadamosi Charles Zendle David
2022 DiGRA ’22 – Proceedings of the 2022 DiGRA International Conference: Bringing Worlds Together

While loot boxes are frequently treated as a monolithic feature of games by re-searchers and policymakers, loot box implementations are not uniform: the features of loot boxes vary widely from game to game in ways that may have important consequences for player spending and behavior. In this work, we attempt to illustrate the nuance present in loot box implementation in a preliminary Loot Box Features model (LoBoF v0.1). Using our lived experience, a qualitative coding exercise of 141 games, and consultation with an industry professional, we identify 32 categorical features of loot box-like mechanics that might be expected to influence player behavior or spending, which we group into 6 domains: point of purchase, pulling procedure, contents, audiovisual presentation, unpaid engagement, and social. We conclude with a discussion of potential implications of this wide variation in loot box design for researchers, regulators, and players.