Playfulness intertwined with city-related themes, such as participatory planning and civic media are becoming more popular. In the last ten years, game designers have taken up the theme of play in relation to the urban environment. In this paper, we present a conceptual mapping of “urban play,” through the analysis of eight examples of urban games. Better conceptual tools are necessary to discuss and reflect on how games draw on, or deal with, urban issues. While urban games are diverse in medium, intent, and experience, across the spectrum analyzed in this paper, they hold the potential for various player experiences emerging through play that may be useful to designers. These are: a sense of agency and impact; feelings of relatedness and empathy; an awareness and understanding of complexity, perspective-taking and scenario-building, and either planning or taking action. The conceptual mapping offers scholars and practitioners a more nuanced vocabulary for designing games and playful interventions that might be used to tackle societal issues that either require or could benefit from genuine public involvement as engaged citizens.
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The term ‘immersion’ is used frequently by professional video game developers (in both the entertainment and serious/applied industries), academics, journalists, and players. However, this word can refer to a range of different modes of engagement for players and standardisation would improve discussion of the topic. This paper suggests and explains four categories: 1. 'Systems immersion' can be used to describe when players are deeply engaged with the mechanics, challenges, and rules of a game, and is similar to a state of ‘flow’. 2. 'Spatial immersion' is the sense of a player being present in, or transported to, the virtual world, and is linked to the concept of embodiment. 3. 'Empathic/social immersion' describes the connection that a player may develop towards the characters (AI or human) and the social context of a game.4. 'Narrative/sequential immersion' can be used to describe a player’s compulsion to see how a sequence of events continues, typically in a narrative, but this is related to any progression, such as exploring new spaces or evolving gameplay mechanics.
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The presented research project will address parasocial interaction (PSI) directed towards non-player characters (NPCs) within video games. As first described by Horton and Wohl in 1956, the investigation of PSI has been predominantly limited to the context of linear media. Consequently, a significant research gap has emerged, prompting the need for this study. This research endeavors to bridge this gap by conducting multiple studies that delve into different aspects of a character's presence that seem to affect PSI. For example, factors such as obtrusiveness and persistence will be investigated due to their potential influence on the strength of PSI (Hartmann, Schramm, & Klimmt, 2004). Furthermore, the inquiry extends to exploring the collective impact of a group of NPCs on PSI dynamics. To achieve these objectives, the research will employ research through design methods, involving iterative modifications to the NPCs across various test setups. A game-based research environment will be created for participant exposure, leveraging the video game RimWorld (Ludeon Studios, 2018) as a foundational framework that can be adapted as necessary. Employing a quantitative approach, the studies will document the impact different aspects of a character’s presence have on the strength of PSI observed. The outcomes of this research endeavor will be disseminated among fellow game developers through artistic interventions, such as, for example, game jams. This approach seeks to not only contribute to the scholarly understanding of PSI but also offer practical insights in the context of game development.