As I continue to work on my digital artefact analyzing how nostalgia can affect a player’s gaming experience, I have mapped out my game plan for the remaining four weeks of session to ensure I tick off everything on my to-do list in a timely manner.
The Gantt Chart above displays which tasks I will be focusing on over the remaining four weeks. I have separated my workload across the month in order to achieve each task in a timely manner without exhausting myself in the process.
These tasks have also been sorted into a weekly checklist. Breaking down my workload into weekly chunks makes each task more consumable therefore allowing me to achieve what I need to whilst minimising stress.
The following sources will be used to assist in my final presentation.
Lin, C., Faas, T. and Brady, E., 2017, October. Exploring affection-oriented virtual pet game design strategies in VR attachment, motivations and expectations of users of pet games. In 2017 Seventh International Conference on Affective Computing and Intelligent Interaction (ACII) (pp. 362-369). IEEE.
- Examines how players perceive virtual pets, what motivates them to play pet games and what characteristics impact their attachment (Lin, C. 2017).
- Argues that pet simulation games can appeal to older audiences.
- Investigates how virtual reality can impact a player’s engagement and emotional connection.
Sloan, R.J., 2016, December. Nostalgia videogames as playable game criticism. In GAME (Vol. 5, pp. 34-45).
- Discusses the shift toward the development of new games that demonstrate nostalgia for past gaming (Sloan, R.J. 2016).
- Connects nostalgia in videogames with the resurfacing of retro games for contemporary hardware.
- considering how critical imitation has been applied within the videogame medium.
Sloan, R.J., 2015. Videogames as remediated memories: Commodified nostalgia and hyperreality in Far Cry 3: Blood Dragon and Gone Home. Games and Culture, 10(6), pp.525-550.
- Discusses the ways in which the videogames commodify nostalgia in order to fulfil a consumer need for retrospection (Sloan, R.J. 2015).
- Explores differences between reimaginations and revisitations of nostalgic videogames.
- Views videogames as a vehicle into the player’s past.