- Shared memories within social interaction -- "do you remember...?"
- Sensory inputs -- visual, sounds, smells
- Indirect association (e.g. hearing grandad's favourite song)
- Similar events
- Depression
A games designer cannot manipulate all of these; indeed, some of these triggers are highly personalised and unsuitable for manipulating a wide audience. However, the majority of these triggers can be exploited by reference to common cultural experiences.
Remember the spirit-based "Banda" duplicators used by schools in the 1970s & early '80s? If you do, you're already probably recalling that "freshly printed" smell as you read this. |
At the end of my literature & contextual research phase, I came to the conclusion that there are specific triggers which are very well-suited to game design -- especially within the elements of aesthetics and mechanics.
- Visual triggers (aesthetic) -- sensory input & shared memories; association with time period
- Auditory triggers (aesthetic) -- sensory input, association with time period
- Mechanical triggers (mechanic) -- similar events (emulating an experience or how objects behave)
In the current experimental phase of my research, I begin by verifying the methods I can use to provoke a nostalgic affect. Forthcoming posts will examine respective (potential) visual, auditory & mechanical triggers and then seek to verify their effectiveness in isolation. Later stages will consider them in combination and in a game context.