Cómo nos conmueven los juegos: Emoción por diseño (Pensamiento lúdico)

Cómo nos conmueven los juegos: Emoción por diseño (Pensamiento lúdico)

€41,32
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Cómo nos conmueven los juegos: Emoción por diseño (Pensamiento lúdico)

Cómo nos conmueven los juegos: Emoción por diseño (Pensamiento lúdico)

€41,32
Envío calculado en el pago.
Detalles

What is "How Games Move Us" and how does it explore emotions in games?

"How Games Move Us: Emotion by Design" is a book from the Playful Thinking series that analyzes how video games generate emotional responses in players. Written by Katherine Isbister, a human-computer interaction researcher, the work combines design theory, examples from popular games, and empirical studies to explain why certain games make us feel joy, sadness, tension, or empathy. Far from being a mere pastime, video games are expressive media that can move us in unique ways.

The book focuses on the concept of emotional design: how developers use mechanics, narrative, characters, and aesthetics to create affective experiences. Isbister not only describes the effects but also delves into the underlying mechanisms, offering insights for curious players and designers seeking inspiration.

The science behind emotional design: How do games make us feel?

Isbister draws on cognitive psychology and affective sciences to explain how games evoke emotions. For example, appraisal theory suggests that our emotions arise from evaluating situations; games create fictional but significant situations that activate these appraisals. Mechanics such as time pressure, uncertainty, or collaboration generate responses like stress, satisfaction, or social bonding.

The book also explores empathy for virtual characters, thanks to identification and interactive narrative. Titles like Journey or The Last of Us are cited as examples of how games can foster emotional connection. Isbister argues that interactivity enhances emotional involvement, as the player is not a mere spectator but the protagonist of the story.

The author: Katherine Isbister and her career

Katherine Isbister is a professor of Computational Media at the University of California, Santa Cruz, and has researched the intersection of technology and emotion for years. Her experience ranges from game design to human-computer interaction, giving her a multidisciplinary perspective. In this book, Isbister condenses decades of research into an accessible text, although some readers note that it could delve deeper into empirical foundations.

Why is this book important for players and designers?

For players, "How Games Move Us" offers a framework for understanding why certain games affect them so much, enriching their gaming experience. For designers, it provides practical principles on how to build intentional emotional experiences. Furthermore, the book is part of a growing interest in the artistic and cultural value of video games, advocating for their ability to provoke reflection and empathy.

Isbister also addresses the diversity of emotions that games can generate, from competitive tension to tenderness, passing through (productive) frustration and catharsis. This broad view helps to destigmatize video games as mere tools for superficial entertainment.

Reader opinions

Readers highlight that the book is a refreshing and entertaining read, with well-chosen examples that illustrate the ideas. Several appreciate the focus on academic research, although some consider the content somewhat light and feel that more solid empirical data is missing. Overall, the book is valued as an accessible introduction to emotional design in games, ideal for those new to the topic.

Frequently asked questions

Do I need prior knowledge of game design? No, the book is written for a general audience, although familiarity with some popular games helps to follow the examples.

Does it include exercises or practical guides? It is not a design manual, but an essay that provides concepts and case studies. For practical applications, it can be supplemented with other texts.

Is it suitable for psychology students? Yes, the intersection of emotion and technology is relevant for psychologists interested in interactive media.

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