The lure of emotionally complex video games
SalonIn the game Life is Strange, the main character, Maxine Caulfield, is an 18-year-old high school student with an interest in photography. And a modest but growing body of communications and psychology research shows that players do, indeed, feel a wide range of emotions while playing games like Life is Strange. "The emotional demands of this game are no longer just the basic emotions, like happy, sad, frustrated, angry," he said. "The immersion that people experience during gameplay is thus a useful way to experientially transport players into tough moral situations that allow them to explore their moral identity in a realistic but safe way." : Emotionally Moving Moments in Digital Games," researchers analyzed 121 players' accounts of emotionally moving game experiences like loss and character attachment and found that negative emotions like sadness were enjoyed or at least appreciated by most players.