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Love and Electronic Affection: A Design Primer


On a History of Love and Affection GamesTECHNOLOGICAL EVOLUTION: LOVE AND AFFECTIONHISTORY: TECHNOLOGICAL LIMITATIONS IN REPRESENTATIONHISTORY: ADAPTING TO THE HUMAN-COMPUTER INTERACTION AND GENDER IDENTITYTHE CULTURE OF GAME SUBJECTSTHE CHALLENGE OF DESIGNING CONFLICT IN AFFECTION GAMESTHE GREAT IRONY: LOVE AND AFFECTION FOR GAMES AND LOVE AND AFFECTION IN GAMESBUT WHY?UNDERSTANDING THE TRAJECTORIES FOR LOVE AND AFFECTION IN GAMESTHE DELAYED MATURITY OF GAME ARCADES/p>CONCLUDING THOUGHTSREFERENCESOn the Origin and Definition of Digital Affection GamesUNDERSTANDING AFFECTION GAMESUNDERSTANDING AFFECTION GAMES FROM THE WAY PEOPLE PLAYON COMPUTER CONSENT, CONSENTING ALGORITHMS, AND AFFECTION PLAYUNDERSTANDING AFFECTION GAMES AND PSYCHOLOGYMASLOWUNDERSTANDING A CULTURE OF CHARACTERS AND GAME LOVECONCLUSIONOn Flirting Games and In-Game FlirtsRECOGNIZING FLIRTS: ON CONSENT IN PLAY SYSTEMSWHAT THEN CAN A DESIGNER DO TO SUPPORT “FLIRTING WITH"?REFERENCESIn the Mood for LovePHYSICALITY AND EMBODIMENTAGENTS OF EMBODIMENTEMBODIED DESIGNEXISTENTIALIST LOVEINTENTIONAL BEINGARTIFICIAL OTHERSCONCLUSIONWould You Kindly Parent?OVERVIEW: ATTACHMENT THEORPREVIOUS CASE STUDY ON BioShock AND PARENTINGTHAT DRAGON, CANCERCONCLUSIONThe Restoration of Female Friendship in Life is Strange and Night in the WoodsDESIGNING FRIENDSHIP COMPLEXITIESEXPECTATIONLIMINAL IDENTITY AND QUESTIONS OF MATURITYMORALITY AND PEER PRESSURERESTORING INTIMACY: SHARING PASSION, SHARING PROXIMITYDETECTIVE PLOTSSPATIAL REBELLIONSCONCLUSIONOver Her Dead Body: Love and Affection in Japan Through Shadow of the ColossusLOVE: JAPAN AND VIDEO GAMESLOVE AFTER DEATH: VIOLENCE AND TRANSGRESSION IN SHADOWLOVE IN A LAND OF LONELINESSCONCLUSIONLove Without Consequences: Ideology of Romance Representation in Video Games. Case Study of Dragon Age: InquisitionVIDEO GAMES AND REPRESENTATIONSSIMULATION OF ROMANTIC LOVEMASKING STRATEGIESInnovative Origins, Playersexuality, & Complex Inquisition The Evolution of Relationship Mechanics in Dragon AgeTHE EVOLUTION OF REWARDS AND APPROVAL EFFECTSPROMOTING DIVERSITY, INCLUSION, AND REPRESENTATIONREFLECTING REALITY TO HELP BUILD SOCIAL SKILLS, EMPATHY, AND RESILIENCETHE FUTURE OF RPGs AT BIOWARE AND BEYONDDesigning Dating Games (Re)Designing the "Oldest Game"
 
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