SIMULATING SOCIETAL FLUX: DESIGNING AFFECTIVE GAMES AMID TECHNOLOGICAL ACCELERATION

dc.contributor.authorSimsek, Cansu Nur
dc.date.accessioned2026-04-04T18:48:34Z
dc.date.available2026-04-04T18:48:34Z
dc.date.issued2024
dc.description25th International Conference on Intelligent Games and Simulation, GAME-ON 2024 -- 9 September 2024 through 11 September 2024 -- Istanbul -- 203855
dc.description.abstractWe Become What We Behold (2016) by Nicky Case is an online, indie game that explores the interconnected structure of digital media interactions, focusing on news media dynamics. The game simulates contemporary communication challenges and their consequences in five minutes playing time. Players navigate a first-person perspective, capturing NPCs through point-and-click interactions. However, the game warns against capturing mundane scenes, encouraging players to seek more engaging content namely, vicious content, for the sake of clickbait. This prompts players to acknowledge the negative consequences of conforming to mass behaviors. The game is self-referential, critical, and affective allowing players to encode and decode messages through photographic choices. Thus, the game mobilizes concerns about the lack of control over technology and potential biases in machine vision. The game’s affective narrative structure involves players in shaping the direction of the game, reflecting the unpredictable consequences of accelerating technology. By playing the game, players are immersed in an exploration of digital media interactions, encouraging them to think critically about the power structures dictating message decoding. © 2024 25th International Conference on Intelligent Games and Simulation, GAME-ON 2024. All rights reserved.
dc.description.sponsorshipAREA 42; BAU; EUROSIS; GODAN; University of Skovde; University of Zilina
dc.identifier.endpage38
dc.identifier.isbn978-949285932-7
dc.identifier.scopus2-s2.0-85210815393
dc.identifier.scopusqualityN/A
dc.identifier.startpage35
dc.identifier.urihttps://hdl.handle.net/11411/10236
dc.indekslendigikaynakScopus
dc.language.isoen
dc.publisherEUROSIS
dc.relation.ispartof25th International Conference on Intelligent Games and Simulation, GAME-ON 2024
dc.relation.publicationcategoryKonferans Öğesi - Uluslararası - Kurum Öğretim Elemanı
dc.rightsinfo:eu-repo/semantics/closedAccess
dc.snmzKA_Scopus_20260402
dc.subjectAffective Games
dc.subjectCommunication Theory
dc.subjectDigital Games
dc.subjectDigital Media
dc.subjectSimulation
dc.subjectSociety
dc.titleSIMULATING SOCIETAL FLUX: DESIGNING AFFECTIVE GAMES AMID TECHNOLOGICAL ACCELERATION
dc.typeConference Paper

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