Version on my site contains few typo corrections
EDIT: An extended and much revised version of this paper was published in The Philosophy of Computer Games with the title
Computer Games and Emotions.
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Petri Lankoski
University of Art and Design Helsinki
Mette Hjort and Sue Laver notes:
It is generally assumed that art and emotion are inextricably linked, as is shown by even the most cursory account of the history of critical thinking about music, painting, literature, or theatre. [1]
The same goes with games, whether one see games as art or not: aesthetics and affective experience of a game are connected. Affects are the basic building block of experience. Furthermore, the important function of affects in games is to guide decision-making and attention. [2] In this sense, goals are vital part of games as they give basis for decision-making: The goals give means to reason and decide which outcome is more advantageous in a given situation. Without preferred outcome, the decisions are meaningless. Affects are also important in social domain�when we are interacting with others. [3] It seems that affects, especially empathy with characters, are also crucial in engaging with film and literary fiction. [4] As a starting point, I assume that this is also a case with games with anthropomorphic characters, entities that get categorized as persons. (Typical features that trigger categorizations as a person include: discrete human body, intentional states like goals, affects, persistent attributes or traits, self-impelled actions, and self-awareness and self-interpretation.) [5]
Continue reading “Goals, Affects, and Empathy in Games”