Love, Lust, Courtship and Affection as Evolution in Digital Play


Grace Lindsay D
2017 DiGRA '17 - Proceedings of the 2017 DiGRA International Conference

This paper outlines two models for framing affection games as a contribution to the evolution of courtship rituals or as a matriculation through Maslow’s hierarchy of needs. It then frames the design of these games through two distinct lenses. The first is a game verb based framing, focusing on the affectionate actions designed to meet game goals. The second is an interaction dynamic framing, which describes digitally contained affection (affections remaining within the game), digitally facilitated affection (affections facilitated by the game) and digitally communicated affections (affection shared through the game). Continued research into affection games offers a peek into the softer side of digital play and gendered play. Its study unearths an intersection between sociological and psychological tendencies and technology. The work provides an update to previous published work in the domain of affection games by providing new data on affection games and the case study game.

 

Big Huggin’ A Case Study in Affection Gaming


Grace Lindsay D
2014 DiGRA '13 - Proceedings of the 2013 DiGRA International Conference: DeFragging Game Studies

Big Huggin' is a game designed for use with a custom teddy bear controller. Players complete the game by providing several well-timed hugs to a 30 inch teddy bear. It is an experiment and gesture in alternative interface and affection gaming. The game is designed around the action of hugging to support an onscreen character. If the players hug too much, their on screen bear will suffer. If they hug too little the player character will never reach its goal. This paper outlines the design, development and evaluation of the game by a wide demographic. The first section provides an outline of the history of affection gaming, providing the theoretical basis for the design of Big Huggin’. The second section describes the development, prototyping and pre-release of the game. The final section outlines the release to a community of pediatric patients and general play audience. The application of this game as a resource to promote pro-social exploration by players is addressed. The goal of this research is not merely to create an alternative play experience. It is envisioned as an opportunity to explore and critique the intersection of play and affection as practiced in digital games. This paper serves as an introduction to the history of such games, a case study and a post-mortem in the design and development of an affection game.