Phenomenology
Blimey! You know you're getting serious when you start bringing the existentialist mumblings of Jean-Paul Sartre into Games Design research...
Anyway, today I was introduced to a concept new to me: Phenomenology. In very simple terms it's concerned with analysing feelings in a structured way, while avoiding the scientific stuff associated with clinical psychology (e.g. neurological endorphin triggers).
I want this on my bookshelf! It will make me CLEVER! |
This is useful, because I'm examining the effects of nostalgia as a motivational tool in games design -- and player feelings play a fairly big part in that.
Subjective experience
At last! I've struggled for months with the word "experience" (see earlier post).
It's an ambiguous word, and means I can't talk about a player's experience (i.e. experience-gained-from-playing-my-game-now) without it getting confused with a player's experience (i.e. prior-experience-that-helps-them-play-games).
We had a lecture today from fashion designer Fiona Candy where she used the term "subjective experience". Wow! That hits the spot perfectly. I now have a phrase I can use which explains what I, concisely yet accurately. I'm a happy bunny!