Stuck in a vault with magnetizing distractions : Using deep games to model a personal experience of loneliness

University essay from Uppsala universitet/Institutionen för speldesign

Abstract: Designing games around complex emotions and experiences can be seen as quite difficult for game designers. Therefore, this paper sought to research how to convey the emotional state of an individual through design based on a chosen experience. The chosen experience was the feeling of loneliness with connection to the fear of rejection. This paper will be using Rusch’s (2017) method of designing deep games as a way of modeling an experience of loneliness as perceived by one of the authors. This model will be based on a conversation between the two authors with one acting as an experience expert and the other one as a listener. The results from this method seek to gain a catalog of experiences and thoughts about the experience expert’s feelings of loneliness that can be used to construct metaphors. These metaphors are then used to create game mechanics that combined hope to achieve a sincere recreation of the experience expert feelings of loneliness. This paper will go into depth on the design decisions made during the production of the deep game modeling the emotion loneliness.

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