Animated Frustration or the Ambivalence of Player Agency
Dados Bibliográficos
AUTOR(ES) | |
---|---|
AFILIAÇÃO(ÕES) | University of Chicago, Chicago, IL, USA |
ANO | 2015 |
TIPO | Artigo |
PERIÓDICO | Games and Culture |
ISSN | 1555-4120 |
E-ISSN | 1555-4139 |
DOI | 10.1177/1555412014567229 |
CITAÇÕES | 2 |
ADICIONADO EM | 2025-08-18 |
MD5 |
47ac2f45f50a58e9e89bad7b3990bedc
|
Resumo
Frustration is an everyday experience for many users of game media. Distinct from related sensations such as difficulty, frustration is perhaps best characterized as when the agency of the player becomes obstructed. This can lead to the feeling of an ambivalent, uncooperative relationship with the game machine. This article will focus on two examples to demonstrate some of the possible manifestations of frustration in game media. The first, 'Steel Battalion: Heavy Armor,' will deal with motion control gestures that are misinterpreted by the game in a way that obstructs the player's ability to interact with the game. The second, 'Papers, Please,' will consider repetitive gameplay that limits the player's actions. Drawing on recent scholarship in animation studies, both cases will be approached as a form of what Sianne Ngai describes as 'animatedness,' the feeling of becoming an automaton and of having one's agency frustrated by technology.
Referências Citadas
(2014)