Beyond the Screen: Exploring the Player’s Role and Its Impact on Emotional Experiences in Video Games

Abstract

This article explores the idea of the player as a co-creator of their own experience in video games, focusing on how we can define their role within the game’s architecture and how they shape their emotional experiences. By agreeing to an implicit ‘contract’ as they play a video game, players not only accept to adhere to the rules of the game world but allow themselves to become engaged in the game’s narratives, landscapes, characters, and other elements, opening themselves to deep emotional involvement and becoming integral parts of the narrative structure. Drawing on examples from games like Mass Effect, God of War, Doki Doki Literature Club!, and The Last of Us Part I, among others, the article examines how players form emotional connections through romantic relationships, familial bonds, and friendships. Using concepts inherent to video games, such as agency and immersion, alongside others like involvement and incorporation, as well as those applicable to all fictional works, like suspension of disbelief and rational distance, the article ties these concepts together to better understand the player’s role and its impact on their experience. It highlights how that role influences these emotional experiences, allowing them to extend beyond the game world and leave lasting personal impacts on players.

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Author Biography

Filipe Pinto, Lusófona University, HEI-Lab

Filipe Pinto is an academic researcher, assistant professor, and PhD student in Media Arts and Communication at Universidade Lusófona. His academic foundation was laid with a degree in Communications, specializing in Organizational Communication, which ignited his passion for exploring the dynamics of message dissemination and audience engagement. This led him to pursue a post-graduation in Sports Marketing at Faculdade de Motricidade Humana da Universidade de Lisboa. Later on, he completed another degree in Multimedia Applications and Video Games, followed by a Master's in Design, where he produced a dissertation on the theme of suspension of disbelief - "Suspensão da descrença: Entre a realidade e a ficção" - which was awarded the highest grade of 20. Since 2019, Filipe has been part of HEI-Lab – Digital Human-Environment Interaction Lab at Universidade Lusófona, contributing to several projects as a senior developer and team leader. His work includes leading the development for the FCT-financed project PlayersAll: Media Agency and Empowerment (EXPL/COM-OUT/0882/2021), enhancing his expertise in game and multimedia apps development for academic research. This role has deepened his understanding of procedural protocols and project execution, particularly in studies involving human participants. Currently, Filipe is working on a research paper based on his PhD research on game studies, approaching the use of non-serious video games to introduce social discourse, his project is titled "Converging Realities: Exploring fourth wall breaks and metanarratives in video games".

Published
2024-09-01