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Index Note: Page numbers in italic and bold refer to figures and tables, respectively. Page number followed by n refers to footnote. A B Baldur’s Gate, 172 abstract player, 163 Baldur’s Gate II: Shadows of Amn, 173 abstract reader, 163 Barthes, R., 161 affection games, 4, 16, 32 Bauman, Z., 132 BioShock and parenting, 95–97 case studies, 35–36 BioShock as the Infinite Parent, 96 catalogs of, 33–34 BioWare, 179, 182–183 conflict challenges in, 13–14 versus games with affection, 31 future consequences of RPGs in, overview, 29–30 186–187 and psychology, 41–42 by way people play, 36–39 point of origin, 171–175 affective design concept, 141 bleed-in effect, 77 Affective State Transition, 83 bleeding, 77 affordances, 164–165 bleed-out effect, 77 Ainsworth’s attachment theory, 91–92 Bogost, I., 161 algorithm, 142 Bridge of Dreams (Yume no ukehashi) anticipatory play, 220 Appeley, T., 163 (book), 135–136 Approaching the Digital Courting Process C in Dragon Age 2, 159 Calvino, I., 233 arcade games, 8–10, 22 casual prompts, FoF:S, 192 archetypal prompts Chapman, A., 162–163 Chapman’s terms, 54 FoF:R, 231 Character Sheet, FoF, 221–222, 222 FoF:S, 231 closed ethic design, 139–140 Artificial Endocrine System, 83 closure prompts associative play, FoF, 208 Atari, 21 FoF:R, 218 attachment theory, 92–95 FoF:S, 219 avatarial game, 63 243
244 ◾ Index Code of Conduct (CoC), 203–205, 204 designed games, 35 coherence prompts dialectic conversation, 227–228 dialogic conversation, 228 FoF:R, 216 digital affection game, 39 FoF:S, 216 digital games, 39–40, 67, 72 commitment prompts Digital Games as History, 162 FoF:R, 211 dissonance, 164 FoF:S, 211 Donkey Kong, 11–12 communal relationships, 210 Doyle-Myerscough, K., 72n2 companionate love, 193 Dragon Age 2 (DA2), 180–181 configurative resonance, 164 conflict challenges, 13–14 romance option in, 183 consent, 201–203 Dragon Age franchise, 158, 160 consenting algorithms, 40–41 Dragon Age: Inquisition Conversation Mode, FoF, 207 cooperative play, FoF, 208–209 abstract reader in, 163 courtship, 34, 52–53 Inquisitor in, 167–168 Critical Gameplay Game, 7, 7 masking strategies, 170–171 cues, 221 romantic plotlines of, 167 Custer’s Revenge, 22 Dragon Age: Inquisition (Inquisition), cybernetics, 82 180–181 D Dragon Age: Origins, 75–76 DA2, see Dragon Age 2 (DA2) dating, 34 gift-giving in, 180 Dating Games, 192–198 romance options, players, 182 Dragon Age series, 179–180 abstraction, 230 Cassandra character in, 158 agency, 229–230 diversity/inclusion/representation, attraction conflict, 196 behavioral norms, 203–205 promoting, 182–185 CoC, 203–205 evolution of rewards and approval coherence, 215–216 complexity, 231–233 effects, 180–182 consent, 201–203 gifts in, 180–182 design components, 200–201 mage v. templar conflict in, 181 design for emergence, 225 pick-up ideology, 159–160 dyadic withdrawal hypothesis, 196 romance, 158–160 Emergent Dialogue model, 225–229 sex scenes in, 182 emergent narratives, 233–235 dyadic withdrawal hypothesis, 196 friendship and, 193, 196–197, E 209–214 EBT (Essential Boundary material needs, 192 non-digital, 199 Transgression), 132 non-material needs, 193 economic game, 42 romantic relationships, 193–195 Eliza, 39, 50, 51 SD, 214–215 embodied subjectivity, 68 socioemotional learning, 205–209 embodiment and intentionality in NPCs, 61 technological considerations, 198–200 agents of, 68–70 embodied design, 70–73 existentialist love, 73–76 overview, 62–64 physicality and, 64–68
Index ◾ 245 Emergent Dialogue model, 225–229 Conversation Mode, 207 emergent narratives, 233–235 cooperative play, 208–209 emotional romantic conflict, 166 expansion prompts, 216–217 Essential Boundary Transgression Experience Points, 222–223 Feedback Mod, 212–213, 221, 223, 229 (EBT), 132 immediate play, 219–220 evolved games, 35 Modes and Mods of, 207–209, 212, 220 exchange relationships, 210 parallel play, 208 exclusiveness prompts socioemotional skills, players, 207 topic prompts, 218 FoF:R, 194 FoF:F (Fellowship of Fools: The FoF:S, 195 expansion prompts (Friendship) Game), 190–191 FoF:R, 217 FoF:R (Fellowship of Fools: The (Romance) FoF:S, 217 external romantic conflict, 166 Game), 191 FoF:S (Fellowship of Fools: The (Sexuality) F Fallout: New Vegas, 62 Game), 191 Falstein, N., 18 Frasca, G., 161 Feedback Mod, FoF, 212–213, 221, Friedman, T., 82 friendship, 193, 196–197, 209–214 223, 229 Friendship Games, 197–198 Fellowship of Fools: The (Friendship) Game “friends with benefits” (FwB) relationship, (FoF:F), 190–191 191–192, 197 Fellowship of Fools: The (Romance) Game friendzone, 197 futile interactivity concept, 146, 148 (FoF:R), 191 FwB (“friends with benefits”) relationship, Fellowship of Fools: The (Sexuality) Game 191–192, 197 (FoF:S), 191 fictional love, 62 G Finnish model, 206 games, 3–5 flirting, 47–48 culture of, 11–13 case studies, 57 love, 43–44 consent in play systems, 48–51 Genji Monogatari (The Tale of Genji) game theory, 52 initiative act, 54–55 (book), 135 interpersonal communication, 53 Geworfenheit, 67n1 miscommunication models, 53 ghettoization of love, 158, 170 opening dialogue and, 53 GirlsGoGames.com, 36 as prelude and mechanic, 52–53 graphics, 142 research trajectories, 52 FoF, 190–192, 198 H anticipatory play, 220 hauntology challenge, 12 archetypal prompts, 230–231, 231 Head-up Display (HUD), 143–144 associative play, 208 heteronormativity, 196 Character Sheet, 221–222, 222 Hierarchy of Needs, Maslow’s, 192 closure prompts, 217–218 “hooking up” relationship, 197 CoC of, 204, 204–205 HUD (Head-up Display), 143–144 coherence prompts, 215–216
246 ◾ Index human-computer flirting, 49 love, 76–77, 152 human-computer interaction, 83 after death, 143–150 in bad faith, 62, 79 and gender identity, 8–11 in Japan, 134–136 in land of loneliness, 150–152 I Sartre’s, 75–76 Ico (game), 150–152 in Shadow of the Colossus, 140–143 ideal recipient, 163 type of, 80 immediate play, 219–220 in vanishing world, 136–140 indie game, 97 Information Deficit model, 225 love and affection games insecure-avoidant attachment, 94 culture of, 11–13 insecure-disorganized attachment, 94 great irony, 14–15 insecure-resistant/anxious attachment, 94 human-computer interaction and interactivity, 142 gender identity, 8–11 interdependence, 210 technological evolution, 5–6 interface, 142 technological limitations in, 6–8 internal romantic conflict, 166 trajectories for, 18–19 Iron Triangle, 133 Love Language (book), 54 K lovotics, 83 Kelly, P., 159 “lower-order” needs, Maslow’s King’s Quest franchise, King’s Quest III: To Hierarchy, 192 Heir is Human, 50 ludic subject, 80 Kirsh, D., 70–71 Kissing Games of Adolescents in Ohio, M Marriage (game), 162 The, 33 Maslow, A., 42–43 Klevjer, R., 66–67 Maslow’s Hierarchy of Needs, 42, 192 material needs, 192 L material romantic conflict, 166 Latour, B., 161 Max’s diary, 113, 113 Leino, O. T., 62–63 Merleau-Ponty, M., 66–67, 69 Leisure Suit Larry, 14 Life is Strange, 113–115 to digital games, 84 intercorporeality, 78 designing friendship metaphor, 162 complexities, 116 mirror neurons, 68 Mods, FoF, 220 detective plots, 124–125 moral dilemma, 146 expectation, 116–118 Möring, S., 162 maturity, 119–121 Murakami Haruki, 136 morality and peer pressure, 121–123 Murakami’s “Toni Takitani,” 137 restoring intimacy, 123–124 mutuality, 212 spatial rebellions, 125–127 Life Is Strange 2, 100–104 N liminal transition, 119 narrative-centric games, 116 Liquid Love (book), 132 Narratology (book), 163
Index ◾ 247 “Needs and Subjective Well-Being Around Pong, 5–6 the World,” 193 clone designers, 6–7 Nier: Automata, 81 Possum Springs, 117–118, 118, 121 Night in the Woods, 114–115 Probabilistic Love Assembly, 83 Procedural Rhetoric model, 225 designing friendship complexities, 116 detective plots, 124–125 Q expectation, 117–118 queer, 127n3 maturity, 119–121 restoring intimacy, 123–124 R spatial rebellions, 125–127 Rapture, 95–96 Nintendo’s Entertainment System, realism, 69 reciprocity, 210 22–23 resonance, 163–165 non-material needs, 193 role-playing game, 37 non-playable character (NPC), romantic conflicts, 167 romantic love, 61, 64, 73 72–73, 75 embodiment and intentionality in, see simulation of, 166–170 embodiment and intentionality in NPCs in love, 75–76 non-social solitary play, 208 O S OKCupid, 198 sameness versus empathic identity, 123 Sartre, J. -P., 73–74 P Schmid, W., 163 Pac-Man, 10–11, 43–44 School Girl Flirt, 57–58 parallel play, FoF, 208 SD, see Situational Design (SD) parenting game, 10–11, 98–99 secure attachment, 94 passionate love, 193 secure base, 93 passion prompts SEL (Social and Emotional Learning), FoF:R, 195 205–209 FoF:S, 196 Shadow of the Colossus, 131–132 pattern of conduct, 73 PC (playable character), 79–80 affective design of, 141–142 pederast, 73 disruption and violence, 145–147 penny arcades, 9, 18–19 exploration in, 143–145 Pérez-Latorre, O., 139 as game design theory, 141 Persuasive Games: The Expressive Power of immoral mechanics, 147–150 interrogation of love, 142–143 Videogames (book), 161 land of loneliness, 150–152 pick-up guides, 159–160, 171 structural pattern of, 143 pinball machine, 19, 19–20 Sicart, M., 139–140 Planescape: Torment, 171–173 The Sims (game), 58–59 platonic love, 64 simulation playable character (PC), 79–80 of romantic love, 166–170 player-NPC romance, 63 video games as, 160–162
248 ◾ Index Tarot, 233 That Dragon, Cancer, 97–100 Situational Design (SD), 214–215 closure, 217–218 U coherence, 215–216 Unicorn Makeout Mania, 36 constraint, 219–221 cues, 221 V expansion, 216–217 verbs used in FoF:R and FoF:S, 229 vicarious love, 62, 80–81 Sleeping Dogs, 164 video game representations, 161–162 Social and Emotional Learning (SEL), visuo-affective mappings, 65 visuomotor mappings, 65 205–209 visuotactile mappings, 65 socioemotional learning, 205–209 solitude, 208 W Spacewar!, 8, 40–41 Waern, A., 77 Spin the Bottle, 31, 37, 38 Wiener, N., 82 subtracting ethics, 140 Y supposed recipient, 163 Yume no ukehashi (Bridge of Dreams) Sutton-Smith, B., 33, 37 Sutton-Smith’s study, 38 (book), 135–136 symbolic outcomes, 220–221 T Tale of Genji, The (Genji Monogatari) (book), 135
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