Papers
Topics
Authors
Recent
Search
2000 character limit reached

Pathos in Play: How Game Designers Evoke Negative Emotions

Published 15 Sep 2019 in cs.CY and cs.HC | (1909.06799v1)

Abstract: Much in the same way that people enjoy, from time to time, the pathos of consuming a tragic film or piece of literature, designers of digital games are increasingly including elements within their games that evoke uncomfortable or negative emotions in their audience, allowing players to introspect and explore "adult" themes and topics, including loss, regret, powerlessness, mental-health, and mortality. In this paper we examine a number of recent games as case studies and explore the way in which they use their mechanics to evoke feelings of discomfort in their players, and the way in which pathos serves play. Through this, we highlight a number of different techniques used by game designers and conclude by proposing further work in this space to determine exactly why players are drawn to these types of games, and to explore the ways in which research in this field could be used to drive yet more emotive and empathetic games.

Summary

Whiteboard

No one has generated a whiteboard explanation for this paper yet.

Open Problems

We haven't generated a list of open problems mentioned in this paper yet.

Continue Learning

We haven't generated follow-up questions for this paper yet.

Authors (2)

Collections

Sign up for free to add this paper to one or more collections.