This Game SUX: Why & How to Design Sh@*!y User Experiences

要旨

While normative – "good" – game design and user experiences have been established, we look to games that challenge those notions. Intentional frustration and failure can be worthwhile. Through a reflexive thematic analysis of 31 games we identify how intentionally non-normative design choices lead to meaningful experiences. Working within the established Mechanics Dynamics Aesthetics (MDA) Game Design Framework, we lay out themes to design Shitty User Experiences (SUX). We contribute SUX MDA themes for designers and researchers to counter the status quo and identify new forms of play and interaction.

著者
Michelle V. Cormier
Monash University, Clayton, Victoria, Australia
Shano Liang
Worcester Polytechnic Institute, Worcester, Massachusetts, United States
Bill Hamilton
New Mexico State University, Las Cruces, New Mexico, United States
Nicolas LaLone
Rochester Institute of Technology, Rochester, New York, United States
Rose Bohrer
Worcester Polytechnic Institute, Worcester, Massachusetts, United States
Phoebe O.. Toups Dugas
Monash University, Clayton, Victoria, Australia
DOI

10.1145/3706598.3713246

論文URL

https://dl.acm.org/doi/10.1145/3706598.3713246

動画

会議: CHI 2025

The ACM CHI Conference on Human Factors in Computing Systems (https://chi2025.acm.org/)

セッション: Games

G318+G319
7 件の発表
2025-04-28 20:10:00
2025-04-28 21:40:00
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