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1

Kachovich, Sarah, Jiani Sheng, and Jonathan C. Aitchison. "Silurian radiolarians from the Jenolan Caves region, New South Wales, Australia." Revue de Micropaléontologie 59, no. 4 (October 2016): 339–46. http://dx.doi.org/10.1016/j.revmic.2016.08.001.

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Halliday, RB. "Mesostigmatid mite fauna of Jenolan Caves, New South Wales (Acari: Mesostigmata)." Australian Journal of Entomology 40, no. 4 (October 12, 2001): 299–311. http://dx.doi.org/10.1046/j.1440-6055.2001.00247.x.

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3

L. Close, R., M. D. B. Eldridge, J. N. Bell, and J. Reside. "A genetic study of the Brush-tailed Rock Wallaby Petrogale penicillata in East Gippsland and relevance for management of the species in Victoria." Pacific Conservation Biology 1, no. 4 (1994): 367. http://dx.doi.org/10.1071/pc940367.

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Within the Australian macropod genus Petrogale (rock wallabies) nine chromosomally distinct species occur along the Great Dividing Range of eastern Australia (Sharman et al. 1990; Eldridge et al. 1991a; Eldridge and Close 1992). However, Close et al. (1988) found Petrogale from the Grampians, Victoria and from Jenolan Caves, New South Wales, to be remarkably similar despite their 800 km separation (Fig. 1). Standard and C-banded karyotypes of both populations were typical of Petrogale penicillata and were identical except that one Grampians animal was heterozygous for absence of a C-band on chromosome 2. Apart from their smaller physical size, the only difference was that the Grampians animals were homozygous for a unique Pgm allele.
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Frost, Ray L., Yunfei Xi, Sara J. Palmer, and Ross E. Pogson. "Identification of montgomeryite mineral [Ca4MgAl4(PO4)6·(OH)4·12H2O] found in the Jenolan Caves—Australia." Spectrochimica Acta Part A: Molecular and Biomolecular Spectroscopy 94 (August 2012): 1–5. http://dx.doi.org/10.1016/j.saa.2012.03.017.

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Osborne, R. A. L. "Geological note: Cave formation by exhumation of Palaeozoic palaeokarst deposits at Jenolan Caves, New South Wales." Australian Journal of Earth Sciences 40, no. 6 (December 1993): 591–93. http://dx.doi.org/10.1080/08120099308728106.

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Osborne, R. A. L., H. Zwingmann, R. E. Pogson, and D. M. Colchester. "Carboniferous clay deposits from Jenolan Caves, New South Wales: implications for timing of speleogenesis and regional geology." Australian Journal of Earth Sciences 53, no. 3 (June 2006): 377–405. http://dx.doi.org/10.1080/08120090500507362.

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Frost, Ray L., Yunfei Xi, Sara J. Palmer, and Ross Pogson. "Vibrational spectroscopic analysis of the mineral crandallite CaAl3(PO4)2(OH)5·(H2O) from the Jenolan Caves, Australia." Spectrochimica Acta Part A: Molecular and Biomolecular Spectroscopy 82, no. 1 (November 2011): 461–66. http://dx.doi.org/10.1016/j.saa.2011.07.078.

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Frost, Ray L., Yunfei Xi, Sara J. Palmer, and Ross E. Pogson. "Vibrational spectroscopic analysis of taranakite (K,NH4)Al3(PO4)3(OH)·9(H2O) from the Jenolan Caves, Australia." Spectrochimica Acta Part A: Molecular and Biomolecular Spectroscopy 83, no. 1 (December 2011): 106–11. http://dx.doi.org/10.1016/j.saa.2011.07.088.

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9

Eldridge, Mark D. B., Catherine Rummery, Cherylin Bray, Kyall R. Zenger, Teena L. Browning, and Robert L. Close. "Genetic analysis of a population crash in brush-tailed rock-wallabies (Petrogale penicillata) from Jenolan Caves, south-eastern Australia." Wildlife Research 31, no. 3 (2004): 229. http://dx.doi.org/10.1071/wr03030.

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Although the theoretical effects of a severe reduction in effective population size (i.e. a bottleneck) are well known, relatively few empirical studies of bottlenecks have been based on extensive temporally spaced samples of a population both before and after a bottleneck. Here we describe the results of one such study, utilising the Jenolan Caves (JC) population of the brush-tailed rock-wallaby (Petrogale penicillata). When first sampled in 1985 (n = 20) the JC population comprised ~90 individuals. Subsequently the population crashed, and by 1992 only seven individuals remained. In 1996 the entire population (n = 10) was again sampled. Genetic diversity in the pre- and post-crash JC population was compared using 11 polymorphic microsatellite loci and PCR–SSCP analysis of the mitochondrial DNA control region. Only a single unique control region haplotype was detected in the pre- and post-crash JC population, although variant haplotypes were present in other P. penicillata populations. Of the 35 microsatellite alleles present in the pre-crash population, nine (26%) were lost during the bottleneck. The average number of rare alleles declined by 72%, allelic diversity was reduced by 30% and average heterozygosity declined by 10%. These observations are consistent with theoretical predictions. Additional analyses revealed that a P.�penicillata female at Wombeyan Caves was the only survivor of a 1990/91 reintroduction attempt using animals from JC. Of the microsatellite alleles detected in this female, 21% (4/19) were no longer present in the post-crash JC population. Furthermore, the genetic profiles of animals from the recently discovered Taralga population indicate that they are not derived from JC stock, but represent a threatened remnant of a hitherto undetected natural P. penicillata population.
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Waring, Chris, Stuart Hankin, Stephen Solomon, Stephen Long, Andrew Yule, Robert Blackley, Sylvester Werczynski, and Andrew Baker. "Cave radon exposure, dose, dynamics and mitigation." Journal of Cave and Karst Studies 83, no. 1 (March 18, 2021): 1–19. http://dx.doi.org/10.4311/2019es0124.

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Many caves around the world have very high concentrations of naturally occurring 222Rn that may vary dramatically with seasonal and diurnal patterns. For most caves with a variable seasonal or diurnal pattern, 222Rn concentration is driven by bi-directional convective ventilation, which responds to external temperature contrast with cave temperature. Cavers and cave workers exposed to high 222Rn have an increased risk of contracting lung cancer. The International Commission on Radiological Protection (ICRP) has re-evaluated its estimates of lung cancer risk from inhalation of radon progeny (ICRP 115) and for cave workers the risk may now (ICRP 137) be 4–6 times higher than previously recognized. Cave Guides working underground in caves with annual average 222Rn activity > 1,000 Bq/m3 and default ICRP assumptions (2,000 workplace hours per year, equilibrium factor F = 0.4, dose conversion factor DCF = 14 µSv/(kBq h m-3) could now receive a dose of > 20 mSv/y. Using multiple gas tracers (d13 C--CO2, Rn and N2O), linked weather, source gas flux chambers, and convective air flow measurements a previous study unequivocally identified the external soil above Chifley Cave as the source of cave 222Rn. If the source of 222Rn is external to the cave, a strategy to lower cave 222Rn by passively decreasing summer pattern convective ventilation, which draws 222Rn into caves, is possible without harming the cave environment. A small net annual average temperature difference (warmer cave air) due to geothermal heat flux produces a large net annual volumetric air flow bias (2–5:1) favoring a winter ventilation pattern that flushes Rn from caves with ambient air. Rapid anthropogenic climate change over decades may heat the average annual external temperature relative to the cave temperature that is stabilized by the thermal inertia of the large rock mass. Relative external temperature increases due to climate change (Jenolan Caves, 2008–2018, 0.17°C) reduces the winter pattern air flow bias and increases Rn concentration in caves.
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11

Dragovich, D., and J. Grose. "Impact of tourists on carbon dioxide levels at Jenolan Caves, Australia: an examination of microclimatic constraints on tourist cave management." Geoforum 21, no. 1 (January 1990): 111–20. http://dx.doi.org/10.1016/0016-7185(90)90009-u.

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12

Close, RL, S. Ingleby, RAH Vanoorschot, AA Gooley, DA Briscoe, and GB Sharman. "Identification of Rock-Wallabies, Petrogale-Penicillata (Gray, 1825), From the Grampians, Victoria, and Comparison With Conspecifics by Examination of Chromosomes, Blood Proteins, Cell-Surface Antigens, Parasites and Morphology." Australian Journal of Zoology 36, no. 1 (1988): 99. http://dx.doi.org/10.1071/zo9880099.

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Two rock-wallabies were captured in the Victoria Range of the Grampians, the first specimens obtained from Victoria for scientific study. Their chromosomes identified them as Petrogale penicillata and, although the animals appeared to be smaller than their nearest studied conspecifics from Jenolan Caves, N.S.W., 800 km to the north-east, analysis of blood proteins, red blood cell epitopes and parasites indicated little genetic divergence. This lack of differentiation is unusual in a genus in which, further north along the Great Dividing Range, nine chromosomally distinct forms occur within 1500 km. One animal was heterozygous for presence and absence of a major C-band on the second largest chromosome; chromosomes without this band have not been found in other mainland P. penicillata. No electrophoretic variation was detected at 23 genetic loci, even though one allele was unique among P. penicillata so far studied. Although only one extant colony was found, other disused sites were located 30 km further north. Despite the apparent low numbers of animals, there is some evidence that additional colonies may be found.
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Baker, Andrew C., Brad R. Murray, and Grant C. Hose. "Relating pine-litter intrusion to plant-community structure in native eucalypt woodland adjacent to Pinus radiata (Pinaceae) plantations." Australian Journal of Botany 55, no. 5 (2007): 521. http://dx.doi.org/10.1071/bt06135.

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Radiata pine (Pinus radiata D.Don) plantations are often found in close proximity to vegetation set aside for biodiversity conservation. We examined the intrusive effects of radiata pine beyond the confines of plantations by quantifying the penetration of pine litter (needles, cones, twigs and seeds) and wildings from plantations into adjacent eucalypt woodland in the Jenolan Caves Karst Conservation Reserve (south-eastern Australia). We then investigated the relationship between pine-litter intrusion and plant-community structure in adjacent woodland vegetation. We found significantly higher quantities of pine litter and wildings at all sites adjacent to plantations than at reference woodland sites that were not adjacent to plantations. At adjacent sites, pine litter decreased significantly with increasing distance from plantations. Alarmingly, native plant species richness declined and exotic plant species richness increased with increasing quantities of pine litter. Thus, there were fewer native plant species and more exotics in areas bordering pine plantations. Our findings suggest a potentially important link between the intrusion of pine litter and a loss of native biodiversity and facilitation of exotic-species invasion. We suggest the provision of a buffer zone around plantations in order to minimise intrusive impacts of plantations on native biodiversity.
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Bulinski, J., D. Goldney, and J. Bauer. "The Habitat Utilisation and Social Behaviour of Captive Rock-wallabies: Implications for Management." Australian Mammalogy 19, no. 2 (1996): 191. http://dx.doi.org/10.1071/am97191.

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As part of a breeding program a small group of Brush-tailed Rock-wallabies, Petrogale penicillata, was captured within the Jenolan Caves reserve and transferred to a nearby enclosure. This study examined the social behaviour and habitat utilisation of these captive rock-wallabies. The subjects were observed in slightly over half (52.2%) of the area available within the enclosure. Sightings were concentrated around a small cliff line. Frequency of sightings within grid cells was significantly correlated with scat density but unrelated to a measure of visibility suggesting the rock-wallabies exhibit strong preference for certain habitats. A Poisson analysis indicated that preferred habitat was characterised as having a northerly aspect, high levels of rock coverage and high shrub density. There was only a small amount of this habitat type within the enclosure which may account for the high levels of aggression which we observed (23.9% of all social behaviour). Aggression was particularly prevalent between adult females (64.8% of all aggressive interactions). The subordinate female was the only animal observed to use resting sites to the south of the cliff line. We suggest that aggression from the dominant female forced the subordinate female to use these less preferred areas.
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15

Pogson, Ross E., R. Armstrong L. Osborne, David M. Colchester, and Dioni I. Cendón. "Sulfate and Phosphate Speleothems at Jenolan Caves, New South Wales, Australia." Acta Carsologica 40, no. 2 (September 1, 2011). http://dx.doi.org/10.3986/ac.v40i2.9.

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16

Pace, Steven. "Acquiring Tastes through Online Activity: Neuroplasticity and the Flow Experiences of Web Users." M/C Journal 17, no. 1 (March 16, 2014). http://dx.doi.org/10.5204/mcj.773.

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IntroductionCan a person’s tastes in art, music, literature, cinema, sport, humour or other fields be changed through online activity? This article explores that question by comparing recent research findings in the areas of neuroplasticity and flow. Neuroplasticity, also known as brain plasticity, is the idea that the human brain can change its structure and function through thought and activity, even into old age (Doidge). The second concept—flow—comes from the field of psychology, and refers to a deeply satisfying state of focused attention that people sometimes experience while engaging in an enjoyable activity such as browsing the Web (Csikszentmihalyi, Flow). Research into the experiences of web users, conducted from these two different perspectives, reveal interesting connections to the acquisition of taste and opportunities for further investigation. Neuroplasticity The term neuroplasticity comes from the words neuron and plastic. Neurons are the nerve cells in our brains and nervous systems. Plastic, in this context, means flexibility or malleability. Neuroplasticity has replaced the formerly-held belief that the brain is a physiologically static organ, hard-wired like a machine (Kolb, Gibb and Robinson). For much of the last century, scientists believed that adult brains, unlike those of children, could not produce new neurons or build new pathways or connections between neurons. According to this view, any brain function that was lost through damage was irretrievable. Today, research into neuroplasticity has proven that this is not the case. In the late 1960s and 1970s pioneering scientists such as Paul Bach-y-Rita demonstrated that brains change their structure with different activities they perform (Kercel). When certain parts fail, other parts can sometimes take over. Subsequent research by many scientists has validated this once-controversial idea, leading to practical benefits such as the restoration of limb function in stroke victims, and improved cognition and perception in people with learning disabilities (Nowak et al.). Merzenich, for example, has demonstrated how a brain’s processing areas, called brain maps, change in response to what people do over the course of their lives. Different brain maps exist for different activities and functions, including sensory perception, motor skills and higher mental activities. Brain maps are governed by competition for mental resources and the principle of “use it or lose it.” If a person stops exercising particular mental skills, such as speaking Spanish or playing piano, then the brain map space for those skills is handed over to skills that they practise instead. Brain maps are also governed by a principle that is summarised by the expression, “neurons that fire together wire together” (Doidge 63). Neurons in brain maps develop stronger connections to each other when they are activated at the same moment in time. Consequently people are able to form new maps by developing new neural connections. Acquiring Tastes Doidge has illustrated the role that neuroplasticity plays in acquiring new tastes by explaining how habitual viewing of online pornography can shape sexual tastes (102). In the mid- to late-1990s, Doidge (a psychiatrist and psychoanalyst) treated several men who had lost interest in their sexual partners as a consequence of their addiction to online pornography. Doidge explains their change of sexual taste in terms of neuroplasticity, noting that “pornography, delivered by high-speed Internet connections, satisfies every one of the prerequisites for neuroplastic change” (102). The sexual excitement of viewing pornography releases a chemical neurotransmitter named dopamine that activates the brain’s pleasure centres. Since “neurons that fire together wire together”, the repeated viewing of pornography effectively wires the pornographic images into the pleasure centres of the brain with the focused attention required for neuroplastic change. In other words, habitual viewers of pornography develop new brain maps based on the photos and videos they see. And since the brain operates on a “use it or lose it” principle, they long to keep those new maps activated. Consequently, pornography has an addictive power. Like all addicts, the men who Doidge treated developed a tolerance to the photos and videos they observed and sought out progressively higher levels of stimulation for satisfaction. Doidge explains the result: The content of what they found exciting changed as the Web sites introduced themes and scripts that altered their brains without their awareness. Because plasticity is competitive, the brain maps for new, exciting images increased at the expense of what had previously attracted them—the reason, I believe, they began to find their girlfriends less of a turn-on. (109) If the habitual viewing of online pornography can change sexual tastes, what other tastes can be changed through online activity? Art? Music? Literature? Cinema? Sport? Humour? One avenue for investigating this question is to consider existing research into the flow experiences of web users. The term flow refers to a deeply satisfying state of focused attention that was first identified by psychologist Mihaly Csikszentmihalyi (Beyond Boredom) in his studies of optimal experiences. According to Csikszentmihalyi, people in flow “are so involved in an activity that nothing else seems to matter; the experience itself is so enjoyable that people will do it even at great cost, for the sheer sake of doing it” (Flow 4). Flow experiences are characterised by some common elements, which include a balance between the challenges of an activity and the skills required to meet those challenges; clear goals and feedback; concentration on the task at hand; a sense of control; a merging of action and awareness; a loss of self-consciousness; a distorted sense of time; and the autotelic experience. The term autotelic refers to an activity that is done, not with the expectation of some future benefit, but simply because the doing itself is the reward. Whenever people reflect on their flow experiences, they mention some, and often all, of these characteristics. Support for Csikszentmihalyi’s characterisation of flow can be found in studies of many diverse activities, such as playing computer games (Chen) and participating in sport (Jackson), to mention just two examples. The activities that people engage in to experience flow vary enormously, but they describe how it feels in almost identical terms. Pace has developed a grounded theory of the flow experiences of web users engaged in content-seeking activities including directed searching and exploratory browsing. The term grounded in this instance refers to the fact that the theory was developed using the Grounded Theory research method, and its explanations are grounded in the study’s data rather than deduced from research literature (Charmaz). A review of that theory reveals many similarities between the flow experiences of web users engaged in content-seeking activities and the experiences of habitual viewers of online pornography described by Doidge. The following sections will consider several of those similarities. Focused Attention Focused attention is essential for long-term neuroplastic change. Goleman notes that “when practice occurs while we are focusing elsewhere, the brain does not rewire the relevant circuitry for that particular routine” (164). In a series of brain mapping experiments with monkeys, Merzenich discovered that “lasting changes occurred only when his monkeys paid close attention” (Doidge 68). When the animals performed tasks without paying close attention, their brain maps changed, but the changes did not last. Focused attention also plays a central role in the flow experiences of web users. The higher-than-average challenges associated with flow activities require a complete focusing of attention on the task at hand, or as Csikszentmihalyi puts it, “a centering of attention on a limited stimulus field” (Beyond Boredom 40). An important by-product of this fact is that flow leaves no room in one’s consciousness for irrelevant thoughts, worries or distractions (Csikszentmihalyi, Flow 58). People who experience flow frequently report that, while it lasts, they are able to forget about the unpleasant aspects of life. Consider the following comment from a 42-year-old male’s recollection of experiencing flow while using the Web: “It’s a total concentration experience. You’re so interested in doing what it is you’re doing that nothing’s interrupting you.” In everyday life, one’s concentration is rarely so intense that all preoccupations disappear from consciousness, but that is precisely what happens in a flow experience. All of the troubling thoughts that normally occupy the mind are temporarily suspended while the pressing demands of the flow activity consume one’s attention. Let’s now consider a second similarity between the flow experiences of web users and the taste-changing experiences of habitual viewers of online pornography. Enjoyment The pleasure experienced by the pornography addicts treated by Doidge played an important role in the alteration of their brain maps and sexual tastes. Since “neurons that fire together wire together”, the repeated viewing of pornographic photos and videos wired those images into the pleasure centres of their brains with the focused attention required for neuroplastic change. Web users in flow also experience enjoyment, but possibly a different kind of enjoyment to the pleasure described by Doidge. Seligman and Csikszentmihalyi make the following distinction between pleasure and enjoyment: Pleasure is the good feeling that comes from satisfying homeostatic needs such as hunger, sex, and bodily comfort. Enjoyment, on the other hand, refers to the good feelings people experience when they break through the limits of homeostasis—when they do something that stretches them beyond what they were—in an athletic event, an artistic performance, a good deed, a stimulating conversation. (12) The enjoyment experienced by people in flow is sometimes described as “the autotelic experience.” According to Csikszentmihalyi, an autotelic experience is “a self-contained activity, one that is done not with the expectation of some future benefit, but simply because the doing itself is the reward” (Flow 67). Because autotelic experiences are so satisfying, they create a strong desire to repeat the activity that produced the experience. Consider the following comment from a web user about the reasons he enjoys online content-seeking activities that have led to flow: It’s like going to somewhere new. You’re always learning something. You’re always finding something. And you don’t know what it is you’re going to find. There’s so much out there that you’ll go there one day and then you’ll come back, and you’ll actually end up on a different path and finding something different. So it’s investigation of the unknown really. This comment, like many web users’ recollections of their flow experiences, points to a relationship between enjoyment and discovery. This connection is also evident in flow experiences that occur during other kinds of activities. For example, Csikszentmihalyi suggests that “the reason we enjoy a particular activity is not because such pleasure has been previously programmed in our nervous system, but because of something discovered as a result of interaction” (The Evolving Self 189). He illustrates this point with the example of a person who is at first indifferent to or bored by a particular activity, such as listening to classical music. When opportunities for action in the context of the activity become clearer, or when the individual’s skills improve, the activity may start to be interesting and finally gratifying. For example, if a person begins to understand the design underlying a symphony he or she might begin to enjoy the act of listening. This example hints at how discovery, enjoyment and other rewards of flow may engender change in a person’s taste. Let’s now consider a third similarity between the two areas of research. Compulsive Behaviour One consequence of flow experiences being so enjoyable is that they create a strong desire to repeat whatever helped to make them happen. If a person experiences flow while browsing online for new music, for example, he or she will probably want to repeat that activity to enjoy the experience again. Consider the following comment from a 28-year-old female web user who recalled experiencing flow intermittently over a period of three days: “I did go to bed—really late. And then as soon as I got up in the morning I was zoom—straight back on there […] I guess it’s a bit like a gambling addiction.” This study informant’s use of the term addiction highlights another similarity between the flow experiences of web users and habitual viewing of online pornography. Flow experiences can, in a very small percentage of cases, encourage compulsive behaviour and possibly addiction. A study by Khang, Kim and Kim found that “experiences of the flow state significantly influenced media addiction” across three media forms: the Internet, mobile phones and video games (2423). Examples of problems associated with excessive Internet use include sleep deprivation, poor eating and exercise habits, conflict with family members, and neglect of academic, interpersonal, financial and, occupational responsibilities (Douglas et al). Some heavy Internet users report feelings of moodiness and anxiety while they are offline, along with an intense desire to log in. Doidge states that “the addictiveness of Internet pornography is not a metaphor” (106), but many researchers are reluctant to apply the term addiction to heavy Internet use. Internet addiction first came to the attention of the research community in the mid-1990s when Young conceptualised it as an impulse-control disorder and proposed a set of diagnostic criteria based on the diagnostic criteria for pathological gambling in the Diagnostic and Statistical Manual of Mental Disorders. However, after more than fifteen years of research on this subject, there is still no agreement on a definition or diagnostic criteria for Internet addiction. Some researchers argue that Internet addiction is not a true addiction and may be no more than a symptom of other existing disorders such as anxiety or depression (Weinstein and Lejoyeux). Regardless of this controversy, the potential for compulsive behaviour is another clear similarity between the flow experiences of web users and the neuroplastic change caused by habitual viewing of online pornography. One more similarity will be considered. Sidetracks In Pace’s study of the flow experiences of web users, informants reported engaging in two general types of content-seeking behaviour: (1) a directed searching mode in which one is motivated to find a particular piece of content such as the answer to a question or a specific music video; and (2) an exploratory browsing mode that is characterised by diffuse motives such as passing time or seeking stimulation. Directed searching and exploratory browsing are not dichotomous forms of navigation behaviour. On the contrary, they are closely interrelated. Web users move back and forth between the two modes, often many times within the same session. Just as web users can change from one navigation mode to another, they can also get sidetracked from one topic to another. For instance, it is reportedly quite common for a web user engaged in a content-seeking activity to decide to pursue a different goal because his or her curiosity is aroused by interesting content or links that are not directly relevant to the task at hand. Consider the following comment from a 21-year-old female web user whose desire to find contact details for a local Tai Chi group disappeared when a link to the Sportsgirl web site attracted her attention: I think I typed in “sports” […] I was actually looking for a place to do Tai Chi and that sort of thing. So I was looking for a sport. And it ended up coming up with the Sportsgirl web site. And I ended up looking at clothes all afternoon. So that was kind of cool. Sidetracks are a common feature of the flow experiences of web users. They are also a prominent feature of the description that Doidge provided of the pornography addicts’ neuroplastic change (109). The content of what the men found exciting changed as the web sites they viewed introduced “themes and scripts” or sidetracks that altered their brain maps. “Without being fully aware of what they were looking for, they scanned hundreds of images and scenarios until they hit upon an image or sexual script that touched some buried theme that really excited them”, Doidge notes (110). Conclusion Can a person’s tastes in art, music, literature, cinema, sport, humour or some other field be changed through online activity, just as sexual tastes can? This article alone cannot conclusively answer that question, but significant similarities between the flow experiences of web users and the neuroplastic change experienced by habitual viewers of online pornography suggest that flow theory could be a fruitful line of investigation. Can the flow experiences of web users lead to changes in taste, just as the neuroplastic change caused by habitual viewing of online pornography can lead to changes in sexual taste? What is the relationship between flow and neuroplastic change? Is the Internet the most appropriate environment for exploring these questions about taste, or do offline flow activities provide insights that have been neglected? These are some of the unanswered questions arising from this discussion that require further investigation. Advances in the field of neuroplasticity have been described as some of “the most extraordinary discoveries of the twentieth century” (Doidge xv). These advances provide an opportunity to revisit related theories and to enhance our understanding of phenomena such as flow and taste. References Charmaz, Kathy. Constructing Grounded Theory: A Practical Guide Through Qualitative Analysis. Thousand Oaks, California: Sage Publications, 2006. Chen, Jenova. “Flow in Games (and Everything Else).” Communications of the ACM 50.4 (2007): 31–34. Csikszentmihalyi, Mihaly. Beyond Boredom and Anxiety: The Experience of Play in Work and Games. San Francisco: Jossey-Bass Publishers, 1975. Csikszentmihalyi, Mihaly. The Evolving Self: A Psychology for the Third Millennium. New York: HarperPerennial, 1993. Csikszentmihalyi, Mihaly. Flow: The Psychology of Optimal Experience. New York: HarperPerennial, 1990. Doidge, Norman. The Brain That Changes Itself: Stories of Personal Triumph from the Frontiers of Brain Science. Melbourne: Scribe Publications, 2010. Douglas, Alecia C., Juline E. Mills, Mamadou Niang, Svetlana Stepchenkova, Sookeun Byun, Celestino Ruffini, Seul Ki Lee, Jihad Loutfi, Jung-Kook Lee, Mikhail Atallah, and Marina Blanton. “Internet Addiction: Meta-Synthesis of Qualitative Research for the Decade 1996-2006.” Computers in Human Behavior 24 (2008): 3027–3044. Goleman, Daniel. Focus: The Hidden Driver of Excellence. New York: HarperCollins, 2013. Jackson, Susan. “Toward a Conceptual Understanding of the Flow Experience in Elite Athletes.” Research Quarterly for Exercise and Sport 67.1 (1996): 76–90. Khang, Hyoungkoo, Jung Kyu Kim, and Yeojin Kim. “Self-Traits and Motivations as Antecedents of Digital Media Flow and Addiction: The Internet, Mobile Phones, and Video Games.” Computers in Human Behavior 29 (2013): 2416–2424. Kercel, Stephen W. “Editorial: The Wide-Ranging Impact of the Work of Paul Bach-y-Rita.” Journal of Integrative Neuroscience 4.4 (2005): 403–406. Kolb, Bryan, Robbin Gibb, and Terry E. Robinson. “Brain Plasticity and Behavior.” Current Directions in Psychological Science 12.1 (2003): 1–5. Merzenich, Michael. Soft-Wired: How the New Science of Brain Plasticity Can Change Your Life. San Francisco: Parnassus Publishing, 2013. Nowak, Dennis A., Kathrin Bösl, Jitka Podubeckà, and James R. Carey. “Noninvasive Brain Stimulation and Motor Recovery After Stroke.” Restorative Neurology and Neuroscience 28 (2010): 531–544. Pace, Steven. “A Grounded Theory of the Flow Experiences of Web Users.” International Journal of Human-Computer Studies 60.3 (2004): 327–363. Seligman, Martin E. P., and Mihaly Csikszentmihalyi. “Positive Psychology: An Introduction.” American Psychologist 55.1 (2000): 5–14. Weinstein, Aviv, and Michel Lejoyeux. “Internet Addiction or Excessive Internet Use.” The American Journal of Drug and Alcohol Abuse 36 (2010): 277–283. Young, Kimberly S. Caught in the Net: How to Recognize the Signs of Internet Addiction—And a Winning Strategy for Recovery. New York: John Wiley & Sons, 1998.
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17

Blakey, Heather. "Designing Player Intent through “Playful” Interaction." M/C Journal 24, no. 4 (August 12, 2021). http://dx.doi.org/10.5204/mcj.2802.

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Abstract:
The contemporary video game market is as recognisable for its brands as it is for the characters that populate their game worlds, from franchise-leading characters like Garrus Vakarian (Mass Effect original trilogy), Princess Zelda (The Legend of Zelda franchise) and Cortana (HALO franchise) to more recent game icons like Miles Morales (Marvel's Spiderman game franchise) and Judy Alvarez (Cyberpunk 2077). Interactions with these casts of characters enhance the richness of games and their playable worlds, giving a sense of weight and meaning to player actions, emphasising thematic interests, and in some cases acting as buffers to (or indeed hindering) different aspects of gameplay itself. As Jordan Erica Webber writes in her essay The Road to Journey, “videogames are often examined through the lens of what you do and what you feel” (14). For many games, the design of interactions between the player and other beings in the world—whether they be intrinsic to the world (non-playable characters or NPCs) or other live players—is a bridging aspect between what you do and how you feel and is thus central to the communication of more cohesive and focussed work. This essay will discuss two examples of game design techniques present in Transistor by Supergiant Games and Journey by thatgamecompany. It will consider how the design of “playful” interactions between the player and other characters in the game world (both non-player characters and other player characters) can be used as a tool to align a player’s experience of “intent” with the thematic objectives of the designer. These games have been selected as both utilise design techniques that allow for this “playful” interaction (observed in this essay as interactions that do not contribute to “progression” in the traditional sense). By looking closely at specific aspects of game design, it aims to develop an accessible examination by “focusing on the dimensions of involvement the specific game or genre of games affords” (Calleja, 222). The discussion defines “intent”, in the context of game design, through a synthesis of definitions from two works by game designers. The first being Greg Costikyan’s definition of game structure from his 2002 presentation I Have No Words and I Must Design, a paper subsequently referenced by numerous prominent game scholars including Ian Bogost and Jesper Juul. The second is Steven Swink’s definition of intent in relation to video games, from his 2009 book Game Feel: A Game Designer’s Guide to Virtual Sensation—an extensive reference text of game design concepts, with a particular focus on the concept of “game feel” (the meta-sensation of involvement with a game). This exploratory essay suggests that examining these small but impactful design techniques, through the lens of their contribution to overall intent, is a useful tool for undertaking more holistic studies of how games are affective. I align with the argument that understanding “playfulness” in game design is useful in understanding user engagement with other digital communication platforms. In particular, platforms where the presentation of user identity is relational or performative to others—a case explored in Playful Identities: The Ludification of Digital Media Cultures (Frissen et al.). Intent in Game Design Intent, in game design, is generated by a complex, interacting economy, ecosystem, or “game structure” (Costikyan 21) of thematic ideas and gameplay functions that do not dictate outcomes, but rather guide behaviour and progression forward through the need to achieve a goal (Costikyan 21). Intent brings player goals in line with the intrinsic goals of the player character, and the thematic or experiential goals the game designer wants to convey through the act of play. Intent makes it easier to invest in the game’s narrative and spatial context—its role is to “motivate action in game worlds” (Swink 67). Steven Swink writes that it is the role of game design to create compelling intent from “a seemingly arbitrary collection of abstracted variables” (Swink 67). He continues that whether it is good or bad is a broader question, but that “most games do have in-born intentionality, and it is the game designer who creates it” (67). This echoes Costikyan’s point: game designers “must consciously set out to decide what kind of experiences [they] want to impart to players and create systems that enable those experiences” (20). Swink uses Mario 64 as one simple example of intent creation through design—if collecting 100 coins did not restore Mario’s health, players would simply not collect them. Not having health restricts the ability for players to fulfil the overarching intent of progression by defeating the game’s main villain (what he calls the “explicit” intent), and collecting coins also provides a degree of interactivity that makes the exploration itself feel more fulfilling (the “implicit” intent). This motivation for action may be functional, or it may be more experiential—how a designer shapes variables into particular forms to encourage the particular kinds of experience that they want a player to have during the act of play (such as in Journey, explored in the latter part of this essay). This essay is interested in the design of this compelling thematic intent—and the role “playful” interactions have as a variable that contributes to aligning player behaviours and experience to the thematic or experiential goals of game design. “Playful” Communication and Storytelling in Transistor Transistor is the second release from independent studio Supergiant Games and has received over 100 industry accolades (Kasavin) since its publication in 2014. Transistor incorporates the suspense of turn-based gameplay into an action role-playing game—neatly mirroring a style of gameplay to the suspense of its cyber noir narrative. The game is also distinctly “artful”. The city of Cloudbank, where the game takes place, is a cyberpunk landscape richly inspired by art nouveau and art deco style. There is some indication that Cloudbank may not be a real city at all—but rather a virtual city, with an abundance of computer-related motifs and player combat abilities named as if they were programming functions. At release, Transistor was broadly recognised in the industry press for its strength in “combining its visuals and music to powerfully convey narrative information and tone” (Petit). If intent in games in part stems from a unification of goals between the player and design, the interactivity between player input and the actions of the player character furthers this sense of “togetherness”. This articulation and unity of hand movement and visual response in games are what Kirkpatrick identified in his 2011 work Aesthetic Theory and the Video Game as the point in which videogames “broke from the visual entertainment culture of the last two centuries” (Kirkpatrick 88). The player character mediates access to the space by which all other game information is given context and allows the player a degree of self-expression that is unique to games. Swink describes it as an amplified impression of virtual proprioception, that is “an impression of space created by illusory means but is experienced as real by the senses … the effects of motion, sound, visuals, and responsive effects combine” (Swink 28). If we extend Swink’s point about creating an “impression of space” to also include an “impression of purpose”, we can utilise this observation to further understand how the design of the playful interactions in Transistor work to develop and align the player’s experience of intent with the overarching narrative goal (or, “explicit” intent) of the game—to tell a compelling “science-fiction love story in a cyberpunk setting, without the gritty backdrop” (Wallace) through the medium of gameplay. At the centre of any “love story” is the dynamic of a relationship, and in Transistor playful interaction is a means for conveying the significance and complexity of those dynamics in relation to the central characters. Transistor’s exposition asks players to figure out what happened to Red and her partner, The Boxer (a name he is identified by in the game files), while progressing through various battles with an entity called The Process to uncover more information. Transistor commences with player-character, Red, standing next to the body of The Boxer, whose consciousness and voice have been uploaded into the same device that impaled him: the story’s eponymous Transistor. The event that resulted in this strange circumstance has also caused Red to lose her ability to speak, though she is still able to hum. The first action that the player must complete to progress the game is to pull the Transistor from The Boxer’s body. From this point The Boxer, speaking through the Transistor, becomes the sole narrator of the game. The Boxer’s first lines of dialogue are responsive to player action, and position Red’s character in the world: ‘Together again. Heh, sort of …’ [Upon walking towards an exit a unit of The Process will appear] ‘Yikes … found us already. They want you back I bet. Well so do I.’ [Upon defeating The Process] ‘Unmarked alley, east of the bay. I think I know where we are.’ (Supergiant Games) This brief exchange and feedback to player movement, in medias res, limits the player’s possible points of attention and establishes The Boxer’s voice and “character” as the reference point for interacting with the game world. Actions, the surrounding world, and gameplay objectives are given meaning and context by being part of a system of intent derived from the significance of his character to the player character (Red) as both a companion and information-giver. The player may not necessarily feel what an individual in Red’s position would feel, but their expository position is aligned with Red’s narrative, and their scope of interaction with the world is intrinsically tied to the “explicit” intent of finding out what happened to The Boxer. Transistor continues to establish a loop between Red’s exploration of the world and the dialogue and narration of The Boxer. In the context of gameplay, player movement functions as the other half of a conversation and brings the player’s control of Red closer to how Red herself (who cannot communicate vocally) might converse with The Boxer gesturally. The Boxer’s conversational narration is scripted to occur as Red moves through specific parts of the world and achieves certain objectives. Significantly, The Boxer will also speak to Red in response to specific behaviours that only occur should the player choose to do them and that don’t necessarily contribute to “progressing” the game in the mechanical sense. There are multiple points where this is possible, but I will draw on two examples to demonstrate. Firstly, The Boxer will have specific reactions to a player who stands idle for too long, or who performs a repetitive action. Jumping repeatedly from platform to platform will trigger several variations of playful and exasperated dialogue from The Boxer (who has, at this point, no choice but to be carried around by Red): [Upon repeatedly jumping between the same platform] ‘Round and round.’ ‘Okay that’s enough.’ ‘I hate you.’ (Supergiant Games) The second is when Red “hums” (an activity initiated by the player by holding down R1 on a PlayStation console). At certain points of play, when making Red hum, The Boxer will chime in and sing the lyrics to the song she is humming. This musical harmonisation helps to articulate a particular kind of intimacy and flow between Red and The Boxer —accentuated by Red’s animation when humming: she is bathed in golden light and holds the Transistor close, swaying side to side, as if embracing or dancing with a lover. This is a playful, exploratory interaction. It technically doesn’t serve any “purpose” in terms of finishing the game—but is an action a player might perform while exploring controls and possibilities of interactivity, in turn exploring what it is to “be” Red in relation to the game world, the story being conveyed, and The Boxer. It delivers a more emotional and affective thematic idea about a relationship that nonetheless relies just as much on mechanical input and output as engaging in movement, exploration, and combat in the game world. It’s a mechanic that provides texture to the experience of inhabiting Red’s identity during play, showcasing a more individual complexity to her story, driven by interactivity. In techniques like this, Transistor directly unifies its method for information-giving, interactivity, progression, and theme into a single design language. To once again nod to Swink and Costikyan, it is a complex, interacting economy or ecosystem of thematic ideas and gameplay structures that guide behaviour and progression forward through the need to achieve a single goal (Costikyan 21), guiding the player towards the game’s “explicit” intent of investment in its “science fiction love story”. Companionship and Collaboration in Journey Journey is regularly praised in many circles of game review and discussion for its powerful, pared-back story conveyed through its exceptional game design. It has won a wide array of awards, including multiple British Academy Games Awards and Game Developer’s Choice Awards, and has been featured in highly regarded international galleries such as the Victoria and Albert Museum in London. Its director, Jenova Chen, articulated that the goal of the game (and thus, in the context of this essay, the intent) was “to create a game where people who interact with each other in an online community can connect at an emotional level, regardless of their gender, age, ethnicity, and social status” (Webber 14). In Journey, the player controls a small robed figure moving through a vast desert—the only choices for movement are to slide gracefully through the sand or to jump into the air by pressing the X button (on a PlayStation console), and gracefully float down to the ground. You cannot attack anything or defend yourself from the elements or hostile beings. Each player will “periodically find another individual in the landscape” (Isbister 121) of similar design to the player and can only communicate with them by experimenting with simple movements, and via short chirping noises. As the landscape itself is vast and unknown, it is what one player referred to as a sense of “reliance on one another” that makes the game so captivating (Isbister 12). Much like The Boxer in Transistor, the other figure in Journey stands out as a reference point and imbues a sense of collaboration and connection that makes the goal to reach the pinprick of light in the distance more meaningful. It is only after the player has finished the game that the screen reveals the other individual is a real person, another player, by displaying their gamer tag. One player, playing the game in 2017 (several years after its original release in 2012), wrote: I went through most of the game by myself, and when I first met my companion, it was right as I walked into the gate transitioning to the snow area. And I was SO happy that there was someone else in this desolate place. I felt like it added so much warmth to the game, so much added value. The companion and I stuck together 100% of the way. When one of us would fall the slightest bit behind, the other would wait for them. I remember saying out loud how I thought that my companion was the best programmed AI that I had ever seen. In the way that he waited for me to catch up, it almost seemed like he thanked me for waiting for him … We were always side-by-side which I was doing to the "AI" for "cinematic-effect". From when I first met him up to the very very end, we were side-by-side. (Peace_maybenot) Other players indicate a similar bond even when their companion is perhaps less competent: I thought my traveller was a crap AI. He kept getting launched by the flying things and was crap at staying behind cover … But I stuck with him because I was like, this is my buddy in the game. Same thing, we were communicating the whole time and I stuck with him. I finish and I see a gamer tag and my mind was blown. That was awesome. (kerode4791) Although there is a definite object of difference in that Transistor is narrated and single-player while Journey is not, there are some defined correlations between the way Supergiant Games and thatgamecompany encourage players to feel a sense of investment and intent aligned with another individual within the game to further thematic intent. Interactive mechanics are designed to allow players a means of playful and gestural communication as an extension of their kinetic interaction with the game; travellers in Journey can chirp and call out to other players—not always for an intrinsic goal but often to express joy, or just to experience and sense of connectivity or emotional warmth. In Transistor, the ability to hum and hear The Boxer’s harmony, and the animation of Red holding the Transistor close as she does so, implying a sense of protectiveness and affection, says more in the context of “play” than a literal declaration of love between the two characters. Graeme Kirkpatrick uses dance as a suitable metaphor for this kind of experience in games, in that both are characterised by a certainty that communication has occurred despite the “eschewal of overt linguistic elements and discursive meanings” (120). There is also a sense of finite temporality in these moments. Unlike scripted actions, or words on a page, they occur within a moment of being that largely belongs to the player and their actions alone. Kirkpatrick describes it as “an inherent ephemerality about this vanishing and that this very transience is somehow essential” (120). This imbuing of a sense of time is important because it implies that even if one were to play the game again, repeating the interaction is impossible. The communication of narrative within these games is not a static form, but an experience that hangs unique at that moment and space of play. Thatgamecompany discussed in their 2017 interviews with Webber, published as part of her essay for the Victoria & Albert’s Video Games: Design/Play/Disrupt exhibition, how by creating and restricting the kind of playful interaction available to players within the world, they could encourage the kind of emotional, collaborative, and thoughtful intent they desired to portray (Webber 14). They articulate how in the development process they prioritised giving the player a variety of responses for even the smallest of actions and how that positive feedback, in turn, encourages play and prevented players from being “bored” (Webber 22). Meanwhile, the team reduced responsiveness for interactions they didn’t want to encourage. Chen describes the approach as “maximising feedback for things you want and minimising it for things you don’t want” (Webber 27). In her essay, Webber writes that Chen describes “a person who enters a virtual world, leaving behind the value system they’ve learned from real life, as like a baby banging their spoon to get attention” (27): initially players could push each other, and when one baby [player] pushed the other baby [player] off the cliff that person died. So, when we tested the gameplay, even our own developers preferred killing each other because of the amount of feedback they would get, whether it’s visual feedback, audio feedback, or social feedback from the players in the room. For quite a while I was disappointed at our own developers’ ethics, but I was able to talk to a child psychologist and she was able to clarify why these people are doing what they are doing. She said, ‘If you want to train a baby not to knock the spoon, you should minimise the feedback. Either just leave them alone, and after a while they’re bored and stop knocking, or give them a spoon that does not make a sound. (27) The developers then made it impossible for players to kill, steal resources from, or even speak to each other. Players were encouraged to stay close to each other using high-feedback action and responsiveness for doing so (Webber 27). By using feedback design techniques to encourage players to behave a certain way to other beings in the world—both by providing and restricting playful interactivity—thatgamecompany encourage a resonance between players and the overarching design intent of the project. Chen’s observations about the behaviour of his team while playing different iterations of the game also support the argument (acknowledged in different perspectives by various scholarship, including Costikyan and Bogost) that in the act of gameplay, real-life personal ethics are to a degree re-prioritised by the interactivity and context of that interactivity in the game world. Intent and the “Actualities of (Game) Existence” Continuing and evolving explorations of “intent” (and other parallel terms) in games through interaction design is of interest for scholars of game studies; it also is an important endeavour when considering influential relationships between games and other digital mediums where user identity is performative or relational to others. This influence was examined from several perspectives in the aforementioned collection Playful Identities: The Ludification of Digital Media Cultures, which also examined “the process of ludification that seems to penetrate every cultural domain” of modern life, including leisure time, work, education, politics, and even warfare (Frissen et al. 9). Such studies affirm the “complex relationship between play, media, and identity in contemporary culture” and are motivated “not only by the dominant role that digital media plays in our present culture but also by the intuition that ‘“play is central … to media experience” (Frissen et al. 10). Undertaking close examinations of specific “playful” design techniques in video games, and how they may factor into the development of intent, can help to develop nuanced lines of questioning about how we engage with “playfulness” in other digital communication platforms in an accessible, comparative way. We continue to exist in a world where “ludification is penetrating the cultural domain”. In the first few months of the global COVID-19 pandemic, Nintendo released Animal Crossing: New Horizons. With an almost global population in lockdown, Animal Crossing became host to professional meetings (Espiritu), weddings (Garst), and significantly, a media channel for brands to promote content and products (Deighton). TikTok, panoramically, is a platform where “playful” user trends— dances, responding to videos, the “Tell Me … Without Telling Me” challenge—occur in the context of an extremely complex algorithm, that while automated, is created by people—and is thus unavoidably embedded with bias (Dias et al.; Noble). This is not to say that game design techniques and broader “playful” design techniques in other digital communication platforms are interchangeable by any measure, or that intent in a game design sense and intent or bias in a commercial sense should be examined through the same lens. Rather that there is a useful, interdisciplinary resource of knowledge that can further illuminate questions we might ask about this state of “ludification” in both the academic and public spheres. We might ask, for example, what would the implications be of introducing an intent design methodology similar to Journey, but using it for commercial gain? Or social activism? Has it already happened? There is a quotation from Nathan Jurgensen’s 2016 essay Fear of Screens (published in The New Inquiry) that often comes to my mind when thinking about interaction design in video games in this way. In his response to Sherry Turkle’s book, Reclaiming Conversation, Jurgensen writes: each time we say “IRL,” “face-to-face,” or “in person” to mean connection without screens, we frame what is “real” or who is a person in terms of their geographic proximity rather than other aspects of closeness — variables like attention, empathy, affect, erotics, all of which can be experienced at a distance. We should not conceptually preclude or discount all the ways intimacy, passion, love, joy, pleasure, closeness, pain, suffering, evil and all the visceral actualities of existence pass through the screen. “Face to face” should mean more than breathing the same air. (Jurgensen) While Jurgensen is not talking about communication in games specifically, there are comparisons to be drawn between his “variables” and “visceral actualities of existence” as the drivers of social meaning-making, and the methodology of games communicating intent and purpose through Swink’s “seemingly arbitrary collection of abstracted variables” (67). When players interact with other characters in a game world (whether they be NPCs or other players), they are inhabiting a shared virtual space, and how designers articulate and present the variables of “closeness”, as Jurgensen defines it, can shape player alignment with the overarching design intent. These design techniques take the place of Jurgensen’s “visceral actualities of existence”. While they may not intrinsically share an overarching purpose, their experiential qualities have the ability to align ethics, priorities, and values between individuals. Interactivity means game design has the potential to facilitate a particular kind of engagement for the player (as demonstrated in Journey) or give opportunities for players to explore a sense of what an emotion might feel like by aligning it with progression or playful activity (as discussed in relation to Transistor). Players may not “feel” exactly what their player-characters do, or care for other characters in the world in the same way a game might encourage them to, but through thoughtful intent design, something of recognition or unity of belief might pass through the screen. References Bogost, Ian. Persuasive Games: The Expressive Power of Video Games. MIT P, 2007. Calleja, Gordon. “Ludic Identities and the Magic Circle.” Playful Identities: The Ludification of Digital Media Cultures. Eds. Valerie Frissen et al. Amsterdam UP, 2015. 211–224. Costikyan, Greg. “I Have No Words & I Must Design: Toward a Critical Vocabulary for Games.” Computer Games and Digital Cultures Conference Proceedings 2002. Ed. Frans Mäyrä. Tampere UP. 9-33. Dias, Avani, et al. “The TikTok Spiral.” ABC News, 26 July 2021. <https://www.abc.net.au/news/2021-07-26/tiktok-algorithm-dangerous-eating-disorder-content-censorship/100277134>. Deighton, Katie. “Animal Crossing Is Emerging as a Media Channel for Brands in Lockdown.” The Drum, 21 Apr. 2020. <https://www.thedrum.com/news/2020/04/21/animal-crossing-emerging-media-channel-brands-lockdown>. Espiritu, Abby. “Japanese Company Attempts to Work Remotely in Animal Crossing: New Horizons.” The Gamer, 29 Mar. 2020. <https://www.thegamer.com/animal-crossing-new-horizons-work-remotely/>. Frissen, Valerie, et al., eds. Playful Identities: The Ludification of Digital Media Cultures. Amsterdam UP, 2015. Garst, Aron. “The Pandemic Canceled Their Wedding. So They Held It in Animal Crossing.” The Washington Post, 2 Apr. 2020. <https://www.washingtonpost.com/video-games/2020/04/02/animal-crossing-wedding-coronavirus/>. Isbister, Katherine. How Games Move Us: Emotion by Design. MIT P, 2016. Journey. thatgamecompany. 2012. Jurgensen, Nathan. “Fear of Screens.” The New Inquiry, 25 Jan. 2016. <https://thenewinquiry.com/fear-of-screens/>. Kasavin, Greg. “Transistor Earns More than 100+ Industry Accolades, Sells More than 600k Copies.” Supergiant Games, 8 Jan. 2015. <https://www.supergiantgames.com/blog/transistor-earns60-industry-accolades-sells-more-than-600k-copies/>. kerode4791. "Wanted to Share My First Experience with the Game, It Was That Awesome.”Reddit, 22 Mar. 2017. <https://www.reddit.com/r/JourneyPS3/comments/60u0am/wanted_to_share_my_f rst_experience_with_the_game/>. Kirkpatrick, Graeme. Aesthetic Theory and the Video Game. Manchester UP, 2011. Noble, Safiya Umoja. Algorithms of Oppression: How Search Engines Reinforce Racism. New York UP, 2018. peace_maybenot. "Wanted to Share My First Experience with the Game, It Was that Awesome” Reddit, 22 Mar. 2017. <https://www.reddit.com/r/JourneyPS3/comments/60u0am/wanted_to_share_my_f rst_experience_with_the_game/>. Petit, Carolyn. “Ghosts in the Machine." Gamespot, 20 May 2014. <https://www.gamespot.com/reviews/transistor-review/1900-6415763/>. Swink, Steve. Game Feel: A Game Designer’s Guide to Virtual Sensation. Amsterdam: Morgan Kaufmann Publishers/Elsevier, 2009. Transistor. Supergiant Games. 2014. Wallace, Kimberley. “The Story behind Supergiant Games’ Transistor.” Gameinformer, 20 May 2021. <https://www.gameinformer.com/2021/05/20/the-story-behind-supergiant-games-transistor>. Webber, Jordan Erica. “The Road to Journey.” Videogames: Design/Play/Disrupt. Eds. Marie Foulston and Kristian Volsing. V&A Publishing, 2018. 14–31.
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