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Spec ops the line
Spec ops the line








spec ops the line

The idea that games and play are all about the fun and the safe has long been contested (e.g. Positive negative experiences, reversal theory, frame analysis, ethical game design, player studies, player experiences The analysis shows how the game uses techniques connected to fabrication, the highlighting of negative consequences, and reversal to create a sense of complicity that creates a powerful experience of positive discomfort. This article documents how players report the positive discomfort of playing the third-person military shooter Spec Ops: The Line (Yager Entertainment, 2012), and analyses their descriptions with reference to the idea of “positive negative experiences” (Hopeametsä, 2008 Montola, 2010), “frame analysis” (Goffman, 1974 Björk, 2015), “reversal theory” (Apter, 1992), and the “theory of ethical game design” (Sicart, 2009, 2013).

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The Positive Discomfort of Spec Ops: The Line by Kristine Jørgensen Abstract










Spec ops the line