Stuck in a vault with magnetizing distractions : Using deep games to model a personal experience of loneliness

Designing games around complex emotions and experiences can be seen as quite difficult for game designers. Therefore, this paper sought to research how to convey the emotional state of an individual through design based on a chosen experience. The chosen experience was the feeling of loneliness with...

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Bibliographic Details
Main Authors: Almqvist, Felix, Norstedt, Erik
Format: Others
Language:English
Published: Uppsala universitet, Institutionen för speldesign 2021
Subjects:
Online Access:http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-449571