Table of Contents


Introduction 1

Towards Video Game Aesthetics 1

Chapter Overview 10


Chapter One – Literature Review 12

Play and Games 12

Cognitive Activity in Art and Games 14

The Aesthetics of Video Games 17

Video Game Content 26

Subjectification and the Play of Meaning 27

From “Interactive Narratives” to “Cybertexts” 31

Emotion in Video Games: Early Models and Research 37

Frijda's Model of Emotion 39

Conclusion 42


Chapter Two - The Reality-Status Of The Interface 43

Reality-Status and Stages of Audiovisual Processing 43

Perceptual Deviation as a Consequence of Digital Articulation 46

Introjective and Projective Transactions as a Consequence of Enaction and

Enactive Subtraction 52

Conclusion 62


Chapter Three - The Regulation of Interest 64

Hermeneutic Codes in FFX 's Narrative Macrosequences 66

Reinforcement in FFX 's Game Macrosequences 72

Emotion Episodes 78

The (Dys)Regulation of Interest Across Narrative and Game Macrosequences 81

Conclusion 89


Chapter Four – The Unreality of the Narrative 90

Vraisemblance 90

The Marvellous 93

The Uncanny 98

The Fantastic 103

Conclusion 109


Chapter Five – Cognitive Identification and Character Interest 111

Narrative Macrostructures 112

Actantial Model 112

Cognitive Identification: Semic Codes and Types 116

Game Macrostructures 128

Character Classes and Trait-Dependant Character Types 128

Realism in Character Development: Semic Categories 133

Semic Relations in Combat Macrostructures 135

Conclusion 141


Chapter Six – Psychoanalytic Identification 142

From Primary to Partial, Multiple and Transitive Identification(s) 142

Modes of Identification 146

Ideal Ego: The Indestructible Self 147

Ego-Ideals: The Desired and Desirable Self 150

Super-Egos: Shared Prohibitions 156

Conclusion 159


Chapter Seven – Character Empathy 161

Affective Dimensions of Empathy 161

Movement 162

Attractiveness/unattractiveness 165

Vulnerability 167

Facial and other non-verbal expressions 169

Cognitive Dimensions of Empathy 172

Empathetic Emotions and Situational Contexts 175

Happiness and Gratitude 179

Anger and Contempt 181

Fear and Taboos 184

Sadness, and Tragedy 191

Empathetic Emotions, Investment, and Allegiance 197

Conclusion 207


Chapter Eight – Player Empathy 209

Preoperational Egocentrism and its Blocking at the Interface 210

Blocked Egocentrism and its Emotional or Aesthetic Significance 215

Shame, and the Compass of Shame 220

The Transfer and Dynamics of Emotion in Video Game Aesthetics 228


Chapter Nine – Existential and Holistic Gameplay 234

The Existential Experience of Play 234

Towards Holistic Gameplay 241

Conclusion 246


References 248

Appendix One – Key Events in FFX 274

Appendix Two – Breakdown of Opening Sequences of FFX 279

Appendix Three – Hermeneutic Clusters in FFX 282