Emotional design in RPG’s: Creating a sense of homeliness and familiarity in a hub area
Lindholm, Janne (2021)
Lindholm, Janne
2021
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Julkaisun pysyvä osoite on
https://urn.fi/URN:NBN:fi:amk-202104205199
https://urn.fi/URN:NBN:fi:amk-202104205199
Tiivistelmä
The aim of this thesis was to examine the different methods that can be used to evoke
diverse emotions in a player, focusing on the feelings of homeliness and familiarity that are
created in the different hub areas in role-playing games.
The thesis will begin by explaining theory behind emotional design in games and explaining
how this connects to ludology and storytelling in its basic form of rhetoric. After this, it will
present the results of the survey and analyze them. The survey was made specifically with
RPG playing gamers as the target demographic. The survey consisted of 5 questions
designed to scope out individual options rather than raw data. The results are therefore
analyzed.
Following the said analysis, the thesis will go over different variables in emotional design
and how they work together.
In the following two chapters, the thesis utilizes three well-known RPG’s and analyze them
based on the variables presented before. Furthermore, they will be compared with each
other.
Lastly, the thesis will explain more about the importance of emotional design and how this
topic could be further expanded.
diverse emotions in a player, focusing on the feelings of homeliness and familiarity that are
created in the different hub areas in role-playing games.
The thesis will begin by explaining theory behind emotional design in games and explaining
how this connects to ludology and storytelling in its basic form of rhetoric. After this, it will
present the results of the survey and analyze them. The survey was made specifically with
RPG playing gamers as the target demographic. The survey consisted of 5 questions
designed to scope out individual options rather than raw data. The results are therefore
analyzed.
Following the said analysis, the thesis will go over different variables in emotional design
and how they work together.
In the following two chapters, the thesis utilizes three well-known RPG’s and analyze them
based on the variables presented before. Furthermore, they will be compared with each
other.
Lastly, the thesis will explain more about the importance of emotional design and how this
topic could be further expanded.
Kokoelmat
Samankaltainen aineisto
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