Understanding Gaming Experience: Case Study (Signs of the Sojourner)

Here I have collated the case study work I performed on Signs of the Sojourner, using formal analysis, Calleja’s Player Involvement Model, and Costikyan’s uncertainty categories. Hand size 5 (constant) Deck size 10 (but grows over time as fatigue cards are added) Deck update method Replace 1 card from your deck with 1 of your …

Understanding Gaming Experience: Case Study (Griftlands)

Here I have collated the case study work I performed on Griftlands, using formal analysis, Calleja’s Player Involvement Model, and Costikyan’s uncertainty categories. Hand size 5 (starting size; cards can increase hand size in the following turn) Deck size 10 (starting size; can grow or shrink as players add or remove cards) Deck update method …

Understanding Gaming Experience: Research Log 2

The following is a collection of draft paragraphs, supplemented by research, introducing some of the key concepts of my paper. While useful in the initial drafting of the work, this part of the literature review was ultimately deemed too wide-reaching for the scope, and I was able to condense it into single sentences or references. …

Understanding Gaming Experience: Research Log 1

The following represents some general research on narrative, involvement, player role and game information that underpins my paper. I found Calleja’s work particularly fruitful, and will try to order a copy of his book In-Game to the library in time for my thesis. The cognitive, emotional and kinaesthetic feedback loop that is formed between the …

Understanding Gaming Experience: Forming a Research Question

Our lecturer Maddy led us through a series of preparation exercises and presentations to help us formulate our research question for this paper. The first was a mind map of areas of interest. As you can see, my initial areas of interest included: VR Theatre (towards emotional / expressive inputs for actors and audiences) Tabletop …