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Contributions to Books:

D. Rusch:
"Emotional Design of Computer Games and Fiction Films";
in: "Computer Games as a Sociocultural Phenomenon: Games Without Frontiers, Wars Without Tears", A. Jahn-Sudmann, R. Stockmann (ed.); Palgrave, 2007, ISBN: 0230545440, 22 - 32.



English abstract:
The majority of computer games share certain traits with fiction films, above all the potential to provide their players/viewers with strong emotional experiences. Assuming that much can be learnt from films for the further development of computer games, especially in regard to the range and depth of emotional experiences, this article introduces a model of emotional design, which is based on an inter-medial investigation of the four key pleasures games and films can provide for their audiences and the relation of these pleasures to the operational levels of both media.

Created from the Publication Database of the Vienna University of Technology.