Eliciting Affective Responses Through Sentient Encounters in a Farming Computer Game

Authors

  • Lee-Ann Sutherland

Keywords:

game design, rural idyll, role playing games, video games, stardew valley

Abstract

Farming computer and video games embed a wide range of emotive and culturally idealised tropes and encounters. In this paper, ‘non-representational’ theory is utilised to assess the mechanisms through which affective responses are elicited in computer gameplay, applied to a case study of Stardew Valley. Analysis focuses on sentience: interactions with in-game livestock and local community members. Game mechanisms incentivise routine, daily interactions with livestock, linking affection expressed by livestock to farm productivity and financial gains and leading to a sense of responsibility for livestock welfare. In contrast, human interactions involve sporadic, discovery and reveal-based encounters. By staging these contrasting ‘worlds of affect’ in-game, Stardew demonstrates how an affectively rich landscape can be created through sentient encounter, and how the ‘work’ of grafting embedded in gameplay yields a range of affective responses.

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Published

2020-01-01

Bibtex

@Conference{digra1267, title ="Eliciting Affective Responses Through Sentient Encounters in a Farming Computer Game", year = "2020", author = "Sutherland, Lee-Ann", publisher = "DiGRA", address = "Tampere", howpublished = "\url{https://dl.digra.org/index.php/dl/article/view/1267}", booktitle = "Proceedings of DiGRA 2020 Conference: Play Everywhere"}