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Accounting for Affective Responses in Video Games	 Dave Jones Old Dominion University (Norfolk, VA) University of Southern Indiana (Evansville, IN) djone111@odu.edu ACM SIGDOC 2009 Indiana University Bloomington, IN
Loading… Understanding user/usability problems for games as communication medium When JesperJuul met TorbenGrodal New model Using games to understand more about communication design
The Appetizer… A “critique of airport security practices” (Persuasive Games, 2006). “See if you've got what it takes to keep airline travel safe...”
Hello, Mr. Juul(2005)… Operational constraints that configure the interactive space and player abilities. Representational and/or semiotic modes. In other words, how important is a narrative?
…I’d like you to meet Mr. Grodal(2003; 2009) PECMA flow model Emotion Cognition Perception Motor Action
…I’d like you to meet Mr. Grodal(2003; 2009) PECMA flow model Emotion Cognition Perception Motor Action
I think you two have common interests… A flexible model of the player’s experience synthesizing Juul’s and Grodal’s theories.
FRUSTRATION! (or, “Weaponizing a mouse”) What do I need to click? What can I let go? How much “time” do I have? How many mistakes have I made? Do I have everything? “You may proceed through.”
“What do you want to do?” The rippling effect of competing resonances as communication is foreshortened.
To do list Re-examine user “experience” underneath interaction “Meaning” from/through interactive experiences “Task” can be more than a process.

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Accounting for Affective Responses in Video Games

  • 1. Accounting for Affective Responses in Video Games Dave Jones Old Dominion University (Norfolk, VA) University of Southern Indiana (Evansville, IN) djone111@odu.edu ACM SIGDOC 2009 Indiana University Bloomington, IN
  • 2. Loading… Understanding user/usability problems for games as communication medium When JesperJuul met TorbenGrodal New model Using games to understand more about communication design
  • 3. The Appetizer… A “critique of airport security practices” (Persuasive Games, 2006). “See if you've got what it takes to keep airline travel safe...”
  • 4. Hello, Mr. Juul(2005)… Operational constraints that configure the interactive space and player abilities. Representational and/or semiotic modes. In other words, how important is a narrative?
  • 5. …I’d like you to meet Mr. Grodal(2003; 2009) PECMA flow model Emotion Cognition Perception Motor Action
  • 6. …I’d like you to meet Mr. Grodal(2003; 2009) PECMA flow model Emotion Cognition Perception Motor Action
  • 7. I think you two have common interests… A flexible model of the player’s experience synthesizing Juul’s and Grodal’s theories.
  • 8. FRUSTRATION! (or, “Weaponizing a mouse”) What do I need to click? What can I let go? How much “time” do I have? How many mistakes have I made? Do I have everything? “You may proceed through.”
  • 9. “What do you want to do?” The rippling effect of competing resonances as communication is foreshortened.
  • 10.
  • 11.
  • 12.
  • 13. To do list Re-examine user “experience” underneath interaction “Meaning” from/through interactive experiences “Task” can be more than a process.