Games for non-gamers: Approaching video games from a non-gamer perspective

Detalhes bibliográficos
Autor(a) principal: José Pedro Pinto Garcia
Data de Publicação: 2021
Tipo de documento: Dissertação
Idioma: eng
Título da fonte: Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos)
Texto Completo: https://hdl.handle.net/10216/135685
Resumo: The video game industry has grown exponentially in recent years. Games are now more diverse than ever before. Among the plethora of genres available are critical games, known for their simple game mechanics and ability to critique both the medium and societal conundrums. Because gamers are already accustomed to how games work, understanding how to play a critical game, although challenging in its own right, makes it a more attainable task . But despite gamers having fewer difficulties approaching them, some players may not have such an easy time undertaking these games, especially those not familiarised with the medium: non-gamers. This study aims to identify how digital games, and more specifically critical games, can be adapted in a fashion that allows them to be critiquing tools for non-gamers. Critical games are a specific type of digital game that can be used to apply critical commentary on social and cultural issues. To do so, they oftentimes subvert that which is found in more conventional game models. This research resorted to several methods to explore each research question. As such, we resorted to literature reviews, comparative analyses, questionnaires, followed by thematic analyses, and lastly co-design workshops which underwent a qualitative content analysis. Results showed that adapting critical games as tools of sociocultural critique for non-gamers can be a very nuanced problem. While non-gamers generally dislike frustrative, repetitive, and stressful behaviour in games, they usually enjoy freedom in the gameplay loop, moderately challenging yet fun game designs, and thematic similarities to real world issues. However, we concluded that adapting games to non-gamers is highly dependent on their personal motives and preferences, as happens with the gamer demographic.
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spelling Games for non-gamers: Approaching video games from a non-gamer perspectiveOutras ciências da engenharia e tecnologiasOther engineering and technologiesThe video game industry has grown exponentially in recent years. Games are now more diverse than ever before. Among the plethora of genres available are critical games, known for their simple game mechanics and ability to critique both the medium and societal conundrums. Because gamers are already accustomed to how games work, understanding how to play a critical game, although challenging in its own right, makes it a more attainable task . But despite gamers having fewer difficulties approaching them, some players may not have such an easy time undertaking these games, especially those not familiarised with the medium: non-gamers. This study aims to identify how digital games, and more specifically critical games, can be adapted in a fashion that allows them to be critiquing tools for non-gamers. Critical games are a specific type of digital game that can be used to apply critical commentary on social and cultural issues. To do so, they oftentimes subvert that which is found in more conventional game models. This research resorted to several methods to explore each research question. As such, we resorted to literature reviews, comparative analyses, questionnaires, followed by thematic analyses, and lastly co-design workshops which underwent a qualitative content analysis. Results showed that adapting critical games as tools of sociocultural critique for non-gamers can be a very nuanced problem. While non-gamers generally dislike frustrative, repetitive, and stressful behaviour in games, they usually enjoy freedom in the gameplay loop, moderately challenging yet fun game designs, and thematic similarities to real world issues. However, we concluded that adapting games to non-gamers is highly dependent on their personal motives and preferences, as happens with the gamer demographic.2021-07-192021-07-19T00:00:00Zinfo:eu-repo/semantics/publishedVersioninfo:eu-repo/semantics/masterThesisapplication/pdfhttps://hdl.handle.net/10216/135685TID:202822052engJosé Pedro Pinto Garciainfo:eu-repo/semantics/openAccessreponame:Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos)instname:Agência para a Sociedade do Conhecimento (UMIC) - FCT - Sociedade da Informaçãoinstacron:RCAAP2023-11-29T14:39:54Zoai:repositorio-aberto.up.pt:10216/135685Portal AgregadorONGhttps://www.rcaap.pt/oai/openaireopendoar:71602024-03-20T00:06:18.985806Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos) - Agência para a Sociedade do Conhecimento (UMIC) - FCT - Sociedade da Informaçãofalse
dc.title.none.fl_str_mv Games for non-gamers: Approaching video games from a non-gamer perspective
title Games for non-gamers: Approaching video games from a non-gamer perspective
spellingShingle Games for non-gamers: Approaching video games from a non-gamer perspective
José Pedro Pinto Garcia
Outras ciências da engenharia e tecnologias
Other engineering and technologies
title_short Games for non-gamers: Approaching video games from a non-gamer perspective
title_full Games for non-gamers: Approaching video games from a non-gamer perspective
title_fullStr Games for non-gamers: Approaching video games from a non-gamer perspective
title_full_unstemmed Games for non-gamers: Approaching video games from a non-gamer perspective
title_sort Games for non-gamers: Approaching video games from a non-gamer perspective
author José Pedro Pinto Garcia
author_facet José Pedro Pinto Garcia
author_role author
dc.contributor.author.fl_str_mv José Pedro Pinto Garcia
dc.subject.por.fl_str_mv Outras ciências da engenharia e tecnologias
Other engineering and technologies
topic Outras ciências da engenharia e tecnologias
Other engineering and technologies
description The video game industry has grown exponentially in recent years. Games are now more diverse than ever before. Among the plethora of genres available are critical games, known for their simple game mechanics and ability to critique both the medium and societal conundrums. Because gamers are already accustomed to how games work, understanding how to play a critical game, although challenging in its own right, makes it a more attainable task . But despite gamers having fewer difficulties approaching them, some players may not have such an easy time undertaking these games, especially those not familiarised with the medium: non-gamers. This study aims to identify how digital games, and more specifically critical games, can be adapted in a fashion that allows them to be critiquing tools for non-gamers. Critical games are a specific type of digital game that can be used to apply critical commentary on social and cultural issues. To do so, they oftentimes subvert that which is found in more conventional game models. This research resorted to several methods to explore each research question. As such, we resorted to literature reviews, comparative analyses, questionnaires, followed by thematic analyses, and lastly co-design workshops which underwent a qualitative content analysis. Results showed that adapting critical games as tools of sociocultural critique for non-gamers can be a very nuanced problem. While non-gamers generally dislike frustrative, repetitive, and stressful behaviour in games, they usually enjoy freedom in the gameplay loop, moderately challenging yet fun game designs, and thematic similarities to real world issues. However, we concluded that adapting games to non-gamers is highly dependent on their personal motives and preferences, as happens with the gamer demographic.
publishDate 2021
dc.date.none.fl_str_mv 2021-07-19
2021-07-19T00:00:00Z
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