Citation

BibTex format

@inproceedings{Whitby:2023:10.1145/3611051,
author = {Whitby, MA and Iacovides, I and Deterding, S},
doi = {10.1145/3611051},
pages = {833--855},
publisher = {Association for Computing Machinery (ACM)},
title = {“Conversations with pigeons”: capturing players’ lived experience of perspective challenging games},
url = {http://dx.doi.org/10.1145/3611051},
year = {2023}
}

RIS format (EndNote, RefMan)

TY  - CPAPER
AB - Video games are increasingly designed to provoke reflection and challenge players’ perspectives. Yet we know little about how such perspective-challenging experiences come about in gameplay. In response, we used systematic self-observation diaries and micro-phenomenological interviews to capture players’ (n=15) lived experience of perspective challenges in purposely sampled games including Hatoful Boyfriend, The Stanley Parable, or Papers, Please. We found a sequence of trigger, reflection, and transformation constituting perspective-challenging experiences, matching Mezirow’s model of transformative learning. Most of these were game-related or ‘endo-game’, suggesting that medium self-reflection could be an overlooked part of everyday game reflection and appreciation. Reflections were accompanied by a wide range of emotions, including frequent epistemic emotions, and emotions could change drastically even during short gameplay experiences. Actual perspective change or transformation was rare. We construct a model of granular types of triggers, reflections, and transformations that can aid reflective game design.
AU - Whitby,MA
AU - Iacovides,I
AU - Deterding,S
DO - 10.1145/3611051
EP - 855
PB - Association for Computing Machinery (ACM)
PY - 2023///
SN - 2573-0142
SP - 833
TI - “Conversations with pigeons”: capturing players’ lived experience of perspective challenging games
UR - http://dx.doi.org/10.1145/3611051
UR - https://dl.acm.org/doi/10.1145/3611051
UR - http://hdl.handle.net/10044/1/105749
ER -