Collision thrills: Unpacking the aesthetics of action in computer games

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    Abstract

    Abstract: This article is a study of the aesthetics of action in computer games seen from the perspective of game design. It is an investigation of what constitutes the aesthetics of action. The study assumes aesthetics of action can be formally mapped out and that they inherently involve identifiable and
    translatable effects, reflected as sensations in players. In what follows will a specific range of techniques from computer games, play and movies be used as examples and compared in order to demonstrate a common ground for the aesthetics of action across computer games, play and movies. The working
    hypothesis is that the aesthetics of action and the affinities between medias centre on collision. It will be suggested that collisions produce thrills ranging from the pleasure of destruction to the experience of spatial disorientation. Following will the aesthetics of action be coined ‘collision thrills’. The examination of the aesthetics of action will draw on aesthetic theory (Dewey, 2005; Burgin, 2010) and will be analysed with the game design concept of ‘game feel’ (Swink, 2009) and assaultive action aesthetics (Stork, 2013)
    from media studies
    OriginalsprogEngelsk
    TidsskriftJournal of Computer Games and Communication
    Vol/bind1
    Udgave nummer1
    Sider (fra-til)41-52
    DOI
    StatusUdgivet - 2016

    Emneord

    • game design
    • game feel
    • computer game
    • play
    • film
    • aesthetics
    • experience

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