
How Games Move Us
Emotion by Design
Katherine Isbister(Author)
MIT Press
Published on 27. October 2017
Book
Paperback/Softback
192 pages
978-0-262-53445-1 (ISBN)
Description
An engaging examination of how video game design can create strong, positive emotional experiences for players, with examples from popular, indie, and art games.
This is a renaissance moment for video games-in the variety of genres they represent, and the range of emotional territory they cover. But how do games create emotion? In How Games Move Us, Katherine Isbister takes the reader on a timely and novel exploration of the design techniques that evoke strong emotions for players. She counters arguments that games are creating a generation of isolated, emotionally numb, antisocial loners. Games, Isbister shows us, can actually play a powerful role in creating empathy and other strong, positive emotional experiences; they reveal these qualities over time, through the act of playing. She offers a nuanced, systematic examination of exactly how games can influence emotion and social connection, with examples-drawn from popular, indie, and art games-that unpack the gamer's experience.
Isbister describes choice and flow, two qualities that distinguish games from other media, and explains how game developers build upon these qualities using avatars, non-player characters, and character customization, in both solo and social play. She shows how designers use physical movement to enhance players' emotional experience, and examines long-distance networked play. She illustrates the use of these design methods with examples that range from Sony's Little Big Planet to the much-praised indie game Journey to art games like Brenda Romero's Train.
Isbister's analysis shows us a new way to think about games, helping us appreciate them as an innovative and powerful medium for doing what film, literature, and other creative media do: helping us to understand ourselves and what it means to be human.
This is a renaissance moment for video games-in the variety of genres they represent, and the range of emotional territory they cover. But how do games create emotion? In How Games Move Us, Katherine Isbister takes the reader on a timely and novel exploration of the design techniques that evoke strong emotions for players. She counters arguments that games are creating a generation of isolated, emotionally numb, antisocial loners. Games, Isbister shows us, can actually play a powerful role in creating empathy and other strong, positive emotional experiences; they reveal these qualities over time, through the act of playing. She offers a nuanced, systematic examination of exactly how games can influence emotion and social connection, with examples-drawn from popular, indie, and art games-that unpack the gamer's experience.
Isbister describes choice and flow, two qualities that distinguish games from other media, and explains how game developers build upon these qualities using avatars, non-player characters, and character customization, in both solo and social play. She shows how designers use physical movement to enhance players' emotional experience, and examines long-distance networked play. She illustrates the use of these design methods with examples that range from Sony's Little Big Planet to the much-praised indie game Journey to art games like Brenda Romero's Train.
Isbister's analysis shows us a new way to think about games, helping us appreciate them as an innovative and powerful medium for doing what film, literature, and other creative media do: helping us to understand ourselves and what it means to be human.
Reviews / Votes
In How Games Move Us: Emotion By Design Katherine Isbister investigates how game creators are figuring out different ways to spring actual feelings from the jaded corridors of our psyches.... This book is about how designers take the human desire and capacity for feeling and turn all that into meaningful interactions with computers and, via computers, with other humans. It's something that happens, to one degree or another, with all games.-Polygon
More details
Series
Language
English
Place of publication
Cambridge
United States
Publishing group
MIT Press Ltd
Target group
US School Grade: College Graduate Student and over
Product notice
Paperback (trade)
Illustrations
47 s/w Abbildungen
47 b&w illus.; 94 Illustrations
Dimensions
Height: 203 mm
Width: 134 mm
Thickness: 17 mm
Weight
220 gr
ISBN-13
978-0-262-53445-1 (9780262534451)
Copyright in bibliographic data and cover images is held by Nielsen Book Services Limited or by the publishers or by their respective licensors: all rights reserved.
Schweitzer Classification
Other editions
Additional editions

Book
03/2016
MIT Press
€24.70
Article exhausted; check different version

E-Book
03/2016
MIT Press
€21.49
Available for download
Person
Katherine Isbister is Professor of Computational Media at the University of California, Santa Cruz, and is the author of Better Game Characters by Design. She was the founding Director of the Game Innovation Lab at New York University.