I’m making a general (yet, personal) assumption here when I say: There are so many complexities with the way we ‘experience emotions’ or in general ‘emote’ these days, given the amount of content we consume digitally, increasing screen time- individual space and relative drop in real person connection (to arouse an emotion often?). How do/ can game designers and psychoanalysts keep their dictionary of emotions updated when it comes to these nuances and complexities? How do games continue making things personal for the individual?
Are we capable of performing better on abstracts (within a game) rather than the real world interpretation of (a) situation / feeling? How do abstracts therefore enhance formation of alternative memories?
1. I’m making a general (yet, personal) assumption here when I say: There are so many complexities with the way we ‘experience emotions’ or in general ‘emote’ these days, given the amount of content we consume digitally, increasing screen time- individual space and relative drop in real person connection (to arouse an emotion often?). How do/ can game designers and psychoanalysts keep their dictionary of emotions updated when it comes to these nuances and complexities? How do games continue making things personal for the individual?
2. Are we capable of performing better on abstracts (within a game) rather than the real world interpretation of (a) situation / feeling? How do abstracts therefore enhance formation of alternative memories?