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Author Freeman, David
Source ACM Digital Library
Content type Text
Publisher Association for Computing Machinery (ACM)
File Format PDF
Language English
Subject Keyword Characters ♦ Plot ♦ Emotion in games ♦ Ps2 ♦ Emotioneering ♦ World induction ♦ Console games ♦ Role induction ♦ Play ♦ Video games ♦ Dialogue ♦ Relationships ♦ Motivation ♦ Games ♦ Xbox ♦ Screenwriting ♦ Layers
Abstract Why put emotion into games? The answers are art and money. Sure, it's an unholy alliance, but so are pineapple and pizza, windmills and tiny golf courses, the military and intelligence, and canned fruit and gelatin molds. Don't get me wrong. I think of myself as an artist first and a businessman second. But game companies that don't make a profit aren't game companies for very long. There are at least nine reasons that putting emotion in games can lead to greater profits, and it's worth taking a few minutes to mention them.
Description Affiliation: Freeman Games (Freeman, David)
Age Range 18 to 22 years ♦ above 22 year
Educational Use Research
Education Level UG and PG
Learning Resource Type Article
Publisher Date 2008-03-01
Publisher Place New York
Journal Computers in Entertainment (CIE) (CIE)
Volume Number 2
Issue Number 3
Page Count 1
Starting Page 15
Ending Page 15

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Source: ACM Digital Library