{"id":9699,"date":"2021-06-21T12:22:23","date_gmt":"2021-06-21T09:22:23","guid":{"rendered":"https:\/\/www.tuni.fi\/playlab\/?p=9699"},"modified":"2021-06-21T12:22:23","modified_gmt":"2021-06-21T09:22:23","slug":"warming-up-to-a-new-concept-hot-and-cold-games","status":"publish","type":"post","link":"https:\/\/www.tuni.fi\/playlab\/warming-up-to-a-new-concept-hot-and-cold-games\/","title":{"rendered":"Warming up to a new Concept \u2013 Hot and Cold Games"},"content":{"rendered":"<p><span dir=\"ltr\">How do we <\/span><span dir=\"ltr\">explain <\/span><span dir=\"ltr\">what <\/span><span dir=\"ltr\">the intricacies of game design make us feel? H<\/span><span dir=\"ltr\">ow do we <\/span><span dir=\"ltr\">best <\/span><span dir=\"ltr\">articulate <\/span><span dir=\"ltr\">the <\/span><span dir=\"ltr\">difference between <\/span><span dir=\"ltr\">an intense bout of <\/span><em><span dir=\"ltr\">Call of Duty <\/span><\/em><span dir=\"ltr\">vs. a contemplative stroll <\/span><span dir=\"ltr\">through <\/span><em><span dir=\"ltr\">Dear Est<\/span><\/em><span dir=\"ltr\"><em>her<\/em>? <\/span><span dir=\"ltr\">Media theorist <\/span><span dir=\"ltr\">Marshall Mc<\/span><span dir=\"ltr\">Luhan <\/span><span dir=\"ltr\">provi<\/span><span dir=\"ltr\">des <\/span><span dir=\"ltr\">us a useful conceptual framework to bu<\/span><span dir=\"ltr\">ild from, <\/span><span dir=\"ltr\">describing media low in participa<\/span><span dir=\"ltr\">tion b<\/span><span dir=\"ltr\">ut <\/span><span dir=\"ltr\">high in <\/span><span dir=\"ltr\">fidelity as <\/span><span dir=\"ltr\">\u2018<\/span><span dir=\"ltr\">hot<\/span><span dir=\"ltr\">\u2019<\/span><span dir=\"ltr\">, while <\/span><span dir=\"ltr\">the converse media is <\/span><span dir=\"ltr\">described as <\/span><span dir=\"ltr\">\u2018<\/span><span dir=\"ltr\">cold<\/span><span dir=\"ltr\">\u2019<\/span><span dir=\"ltr\">. Researchers Conway and <\/span><span dir=\"ltr\">Ouellette <\/span><span dir=\"ltr\">apply this framework to digital games, <\/span><span dir=\"ltr\">detailing <\/span><span dir=\"ltr\">how we can best understand differing s<\/span><span dir=\"ltr\">ystems of engagement, of interface, of <\/span><span dir=\"ltr\">micro and macro <\/span><span dir=\"ltr\">gamepl<\/span><span dir=\"ltr\">ay mechanics<\/span><span dir=\"ltr\">, as well as <\/span><span dir=\"ltr\">the <\/span><span dir=\"ltr\">ways which <\/span><span dir=\"ltr\">player <\/span><span dir=\"ltr\">communication with these features can <\/span><span dir=\"ltr\">encourage <\/span><span dir=\"ltr\">complete<\/span><span dir=\"ltr\">ly different r<\/span><span dir=\"ltr\">eactions. Getting a firm grasp around t<\/span><span dir=\"ltr\">he interplay of these <\/span><span dir=\"ltr\">concepts can help des<\/span><span dir=\"ltr\">igners create more satisfying experiences in the future<\/span><span dir=\"ltr\">, so the <\/span><span dir=\"ltr\">writers hope.<\/span><\/p>\n<p><span dir=\"ltr\">&#8216;Hot<\/span><span dir=\"ltr\">\u2019 <\/span><span dir=\"ltr\">games are <\/span><span dir=\"ltr\">not <\/span><span dir=\"ltr\">simply ones <\/span><span dir=\"ltr\">filled with fast<\/span><span dir=\"ltr\">&#8211;<\/span><span dir=\"ltr\">paced <\/span><span dir=\"ltr\">action, although that can certainly be the <\/span><span dir=\"ltr\">desired outcome. McLuhan<\/span><span dir=\"ltr\">\u2019<\/span><span dir=\"ltr\">s example of a hot medium is of radio, one which requires <\/span><span dir=\"ltr\">low <\/span><span dir=\"ltr\">participation, a lack of <\/span><span dir=\"ltr\">abstract <\/span><span dir=\"ltr\">space to be f<\/span><span dir=\"ltr\">il<\/span><span dir=\"ltr\">led in by the audience. In terms of digital games, <\/span><span dir=\"ltr\">a h<\/span><span dir=\"ltr\">eating up of engagement could i<\/span><span dir=\"ltr\">nvolve <\/span><span dir=\"ltr\">scaling back the tools required of the player, the amount of <\/span><span dir=\"ltr\">different tasks and buttons needed to succeed. More so, <\/span><span dir=\"ltr\">within <\/span><span dir=\"ltr\">\u2018<\/span><span dir=\"ltr\">hot<\/span><span dir=\"ltr\">\u2019 <\/span><span dir=\"ltr\">media, the challenge comes <\/span><span dir=\"ltr\">from th<\/span><span dir=\"ltr\">e external pressures of time or being overcome by enemie<\/span><span dir=\"ltr\">s<\/span><span dir=\"ltr\">. <\/span><\/p>\n<p><span dir=\"ltr\">Design cla<\/span><span dir=\"ltr\">rity<\/span><span dir=\"ltr\">, and <\/span><span dir=\"ltr\">m<\/span><span dir=\"ltr\">ore <\/span><span dir=\"ltr\">immediate <\/span><span dir=\"ltr\">to understand tasks <\/span><span dir=\"ltr\">common to <\/span><span dir=\"ltr\">\u2018<\/span><span dir=\"ltr\">hot<\/span><span dir=\"ltr\">\u2019 <\/span><span dir=\"ltr\">games<\/span><span dir=\"ltr\">, is <\/span><span dir=\"ltr\">excellent at creating <\/span><span dir=\"ltr\">succinct <\/span><span dir=\"ltr\">feedback <\/span><span dir=\"ltr\">loops <\/span><span dir=\"ltr\">for the player to become to lost in. <\/span><span dir=\"ltr\">Flow<\/span><span dir=\"ltr\">ing feedb<\/span><span dir=\"ltr\">ack loops and <\/span><span dir=\"ltr\">strong procedural rules <\/span><span dir=\"ltr\">can <\/span><span dir=\"ltr\">best create <\/span><span dir=\"ltr\">quick bursts of <\/span><span dir=\"ltr\">emotions, such as fear. We may imagine high intensity games <\/span><span dir=\"ltr\">like first<\/span><span dir=\"ltr\">&#8211;<\/span><span dir=\"ltr\">person shooters, but <\/span><span dir=\"ltr\">we <\/span><span dir=\"ltr\">could just as easily apply <\/span><span dir=\"ltr\">this <\/span><span dir=\"ltr\">to <\/span><span dir=\"ltr\"><em>Tetris<\/em>, <\/span><span dir=\"ltr\">or any game where <\/span><span dir=\"ltr\">ambiguity <\/span><span dir=\"ltr\">of <\/span><span dir=\"ltr\">player choice is replaced with <\/span><span dir=\"ltr\">a <\/span><span dir=\"ltr\">clear cut <\/span><span dir=\"ltr\">immediacy, which can be described as high fidelity<\/span><span dir=\"ltr\">. <\/span><span dir=\"ltr\">The writers reference <\/span><span dir=\"ltr\">Caillois\u2019 <\/span><span dir=\"ltr\">under<\/span><span dir=\"ltr\">standing <\/span><span dir=\"ltr\">of <\/span><em><span dir=\"ltr\">Ludus <\/span><\/em><span dir=\"ltr\">as <\/span><span dir=\"ltr\">co<\/span><span dir=\"ltr\">mparison<\/span><span dir=\"ltr\">: <\/span><span dir=\"ltr\">structured games where the win\/lose conditions are made explicit.<\/span><\/p>\n<p><span dir=\"ltr\">In cont<\/span><span dir=\"ltr\">rast, <\/span><span dir=\"ltr\">\u2018<\/span><span dir=\"ltr\">cool<\/span><span dir=\"ltr\">\u2019 <\/span><span dir=\"ltr\">games are more similar <\/span><span dir=\"ltr\">to <\/span><span dir=\"ltr\">the conc<\/span><span dir=\"ltr\">e<\/span><span dir=\"ltr\">pt of <\/span><em><span dir=\"ltr\">Paidia<\/span><\/em><span dir=\"ltr\">, <\/span><span dir=\"ltr\">play which is more <\/span><span dir=\"ltr\">unstru<\/span><span dir=\"ltr\">ctured and improvisational. Conway <\/span><span dir=\"ltr\">and Ou<\/span><span dir=\"ltr\">ellette use the seem<\/span><span dir=\"ltr\">ingly disparate examples of <\/span><em><span dir=\"ltr\">Grand Theft Auto <\/span><\/em><span dir=\"ltr\">and walking simulator <\/span><em><span dir=\"ltr\">Dear Esther<\/span><\/em><span dir=\"ltr\">, b<\/span><span dir=\"ltr\">oth finding similarity in how th<\/span><span dir=\"ltr\">e player <\/span><span dir=\"ltr\">experiences <\/span><span dir=\"ltr\">more discordant <\/span><span dir=\"ltr\">feedback loops <\/span><span dir=\"ltr\">through their own cognitive skill<\/span><span dir=\"ltr\">. <\/span><span dir=\"ltr\">\u2018<\/span><span dir=\"ltr\">Cool<\/span><span dir=\"ltr\">\u2019 <\/span><span dir=\"ltr\">games require <\/span><span dir=\"ltr\">more active participation from the player as <\/span><span dir=\"ltr\">the goals and systems of <\/span><span dir=\"ltr\">reward may be entirely <\/span><span dir=\"ltr\">hidden, as opposed to the clear conditions that <\/span><span dir=\"ltr\">make a game <\/span><span dir=\"ltr\">hotter. There <\/span><span dir=\"ltr\">are options to consider, <\/span><span dir=\"ltr\">audio and vis<\/span><span dir=\"ltr\">ual artefacts <\/span><span dir=\"ltr\">to be interpre<\/span><span dir=\"ltr\">ted<\/span><span dir=\"ltr\">, there is <\/span><span dir=\"ltr\">ambiguity <\/span><span dir=\"ltr\">in how to <\/span><span dir=\"ltr\">proceed<\/span><span dir=\"ltr\">. The <\/span><span dir=\"ltr\">tactile hand<\/span><span dir=\"ltr\">&#8211;<\/span><span dir=\"ltr\">eye co<\/span><span dir=\"ltr\">&#8211;<\/span><span dir=\"ltr\">ordination of a <\/span><span dir=\"ltr\">\u2018<\/span><span dir=\"ltr\">hot<\/span><span dir=\"ltr\">\u2019 <\/span><span dir=\"ltr\">game is replaced with <\/span><span dir=\"ltr\">the methodical <\/span><span dir=\"ltr\">strategi<\/span><span dir=\"ltr\">s<\/span><span dir=\"ltr\">ing <\/span><span dir=\"ltr\">of <\/span><em><span dir=\"ltr\">Football Manager<\/span><\/em><span dir=\"ltr\">, <\/span><span dir=\"ltr\">or <\/span><span dir=\"ltr\">fas<\/span><span dir=\"ltr\">cination in <\/span><span dir=\"ltr\">pieci<\/span><span dir=\"ltr\">ng together the environmental sto<\/span><span dir=\"ltr\">rytelling of <\/span><span dir=\"ltr\"><em>Gone Home<\/em>.<\/span><\/p>\n<p><span dir=\"ltr\">G<\/span><span dir=\"ltr\">arnering a de<\/span><span dir=\"ltr\">eper understanding of th<\/span><span dir=\"ltr\">is framework can allow us to understand player <\/span><span dir=\"ltr\">res<\/span><span dir=\"ltr\">ponses. The wr<\/span><span dir=\"ltr\">iter<\/span><span dir=\"ltr\">s provide us with the example <\/span><span dir=\"ltr\">of <\/span><span dir=\"ltr\">\u2018<\/span><span dir=\"ltr\">p<\/span><span dir=\"ltr\">ay<\/span><span dir=\"ltr\">&#8211;<\/span><span dir=\"ltr\">to<\/span><span dir=\"ltr\">&#8211;<\/span><span dir=\"ltr\">win<\/span><span dir=\"ltr\">\u2019 <\/span><span dir=\"ltr\">features<\/span><span dir=\"ltr\">, which <\/span><span dir=\"ltr\">are <\/span><span dir=\"ltr\">accepted <\/span><span dir=\"ltr\">when used within the cooler <\/span><span dir=\"ltr\">environments <\/span><span dir=\"ltr\">of bus <\/span><span dir=\"ltr\">stop mobile games<\/span><span dir=\"ltr\">, but met when anger whe<\/span><span dir=\"ltr\">n <\/span><span dir=\"ltr\">deployed in the <\/span><span dir=\"ltr\">living room <\/span><span dir=\"ltr\">game console<\/span><span dir=\"ltr\">, a space better suited to enga<\/span><span dir=\"ltr\">ging hotly <\/span><span dir=\"ltr\">with the media. <\/span><span dir=\"ltr\">And we can ut<\/span><span dir=\"ltr\">i<\/span><span dir=\"ltr\">lise both concurrently, <\/span><span dir=\"ltr\">heating up an otherwise <\/span><span dir=\"ltr\">\u2018<\/span><span dir=\"ltr\">cool<\/span><span dir=\"ltr\">\u2019 <\/span><span dir=\"ltr\">experience <\/span><span dir=\"ltr\">by int<\/span><span dir=\"ltr\">roducing <\/span><span dir=\"ltr\">more mechanically clear patterns to the player. Contextually, <\/span><span dir=\"ltr\">the temperature of a game ex<\/span><span dir=\"ltr\">perience <\/span><span dir=\"ltr\">can also depend heavily on player experienc<\/span><span dir=\"ltr\">e<\/span><span dir=\"ltr\">, with a skilled player being able to heat <\/span><span dir=\"ltr\">u<\/span><span dir=\"ltr\">p <\/span><span dir=\"ltr\">experiences on the <\/span><span dir=\"ltr\">fly by <\/span><span dir=\"ltr\">adopting speedrunning <\/span><span dir=\"ltr\">techniques<\/span><span dir=\"ltr\">. <\/span><span dir=\"ltr\">With all this in mind, <\/span><span dir=\"ltr\">Conway and <\/span><span dir=\"ltr\">Ouellette<\/span><span dir=\"ltr\">\u2019<\/span><span dir=\"ltr\">s <\/span><span dir=\"ltr\">provide a fram<\/span><span dir=\"ltr\">e<\/span><span dir=\"ltr\">work <\/span><span dir=\"ltr\">of <\/span><span dir=\"ltr\">how players interact with a <\/span><span dir=\"ltr\">game, and th<\/span><span dir=\"ltr\">is <\/span><span dir=\"ltr\">knowledge can <\/span><span dir=\"ltr\">help designer<\/span><span dir=\"ltr\">s in the future.<\/span><\/p>\n<p>&nbsp;<\/p>\n<p><span dir=\"ltr\">The article <\/span><span dir=\"ltr\">\u2018<\/span><span dir=\"ltr\">Playing it Cool: Considering <\/span><span dir=\"ltr\">McLuhan\u2019s Hot and Cool <\/span><span dir=\"ltr\">taxonomy for Game Studies<\/span><span dir=\"ltr\">\u2019 <\/span><span dir=\"ltr\">by <\/span><span dir=\"ltr\">Steven Conway and <\/span><span dir=\"ltr\">Marc Ouellette <\/span><span dir=\"ltr\">was published by Convergence<\/span><span dir=\"ltr\">. It <\/span><span dir=\"ltr\">can be read from: <\/span><span dir=\"ltr\">htt<\/span><span dir=\"ltr\">ps:\/\/doi.org\/10.1177\/1354856519880789<\/span><\/p>\n<p><em><span dir=\"ltr\">Phot<\/span><span dir=\"ltr\">os by autho<\/span><span dir=\"ltr\">r.<\/span><\/em><\/p>\n","protected":false},"excerpt":{"rendered":"<p>What is the &#8216;temperature&#8217; of different types of games, and how can this help us understand how they make us feel? #Researchhighlight #DearEsther #gameresearch<\/p>\n","protected":false},"author":191,"featured_media":9702,"comment_status":"closed","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"ocean_post_layout":"","ocean_both_sidebars_style":"","ocean_both_sidebars_content_width":0,"ocean_both_sidebars_sidebars_width":0,"ocean_sidebar":"","ocean_second_sidebar":"","ocean_disable_margins":"enable","ocean_add_body_class":"","ocean_shortcode_before_top_bar":"","ocean_shortcode_after_top_bar":"","ocean_shortcode_before_header":"","ocean_shortcode_after_header":"","ocean_has_shortcode":"","ocean_shortcode_after_title":"","ocean_shortcode_before_footer_widgets":"","ocean_shortcode_after_footer_widgets":"","ocean_shortcode_before_footer_bottom":"","ocean_shortcode_after_footer_bottom":"","ocean_display_top_bar":"default","ocean_display_header":"default","ocean_header_style":"","ocean_center_header_left_menu":"","ocean_custom_header_template":"","ocean_custom_logo":0,"ocean_custom_retina_logo":0,"ocean_custom_logo_max_width":0,"ocean_custom_logo_tablet_max_width":0,"ocean_custom_logo_mobile_max_width":0,"ocean_custom_logo_max_height":0,"ocean_custom_logo_tablet_max_height":0,"ocean_custom_logo_mobile_max_height":0,"ocean_header_custom_menu":"","ocean_menu_typo_font_family":"","ocean_menu_typo_font_subset":"","ocean_menu_typo_font_size":0,"ocean_menu_typo_font_size_tablet":0,"ocean_menu_typo_font_size_mobile":0,"ocean_menu_typo_font_size_unit":"px","ocean_menu_typo_font_weight":"","ocean_menu_typo_font_weight_tablet":"","ocean_menu_typo_font_weight_mobile":"","ocean_menu_typo_transform":"","ocean_menu_typo_transform_tablet":"","ocean_menu_typo_transform_mobile":"","ocean_menu_typo_line_height":0,"ocean_menu_typo_line_height_tablet":0,"ocean_menu_typo_line_height_mobile":0,"ocean_menu_typo_line_height_unit":"","ocean_menu_typo_spacing":0,"ocean_menu_typo_spacing_tablet":0,"ocean_menu_typo_spacing_mobile":0,"ocean_menu_typo_spacing_unit":"","ocean_menu_link_color":"","ocean_menu_link_color_hover":"","ocean_menu_link_color_active":"","ocean_menu_link_background":"","ocean_menu_link_hover_background":"","ocean_menu_link_active_background":"","ocean_menu_social_links_bg":"","ocean_menu_social_hover_links_bg":"","ocean_menu_social_links_color":"","ocean_menu_social_hover_links_color":"","ocean_disable_title":"default","ocean_disable_heading":"default","ocean_post_title":"","ocean_post_subheading":"","ocean_post_title_style":"","ocean_post_title_background_color":"","ocean_post_title_background":0,"ocean_post_title_bg_image_position":"","ocean_post_title_bg_image_attachment":"","ocean_post_title_bg_image_repeat":"","ocean_post_title_bg_image_size":"","ocean_post_title_height":0,"ocean_post_title_bg_overlay":0.5,"ocean_post_title_bg_overlay_color":"","ocean_disable_breadcrumbs":"default","ocean_breadcrumbs_color":"","ocean_breadcrumbs_separator_color":"","ocean_breadcrumbs_links_color":"","ocean_breadcrumbs_links_hover_color":"","ocean_display_footer_widgets":"default","ocean_display_footer_bottom":"default","ocean_custom_footer_template":"","ocean_post_oembed":"","ocean_post_self_hosted_media":"","ocean_post_video_embed":"","ocean_link_format":"","ocean_link_format_target":"self","ocean_quote_format":"","ocean_quote_format_link":"post","ocean_gallery_link_images":"on","ocean_gallery_id":[],"footnotes":""},"categories":[237],"tags":[1140,1432,1162],"class_list":["post-9699","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-game-research-highlights","tag-gameresearch","tag-dear-esther","tag-research-highlight","entry","has-media"],"_links":{"self":[{"href":"https:\/\/www.tuni.fi\/playlab\/wp-json\/wp\/v2\/posts\/9699","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/www.tuni.fi\/playlab\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/www.tuni.fi\/playlab\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/www.tuni.fi\/playlab\/wp-json\/wp\/v2\/users\/191"}],"replies":[{"embeddable":true,"href":"https:\/\/www.tuni.fi\/playlab\/wp-json\/wp\/v2\/comments?post=9699"}],"version-history":[{"count":0,"href":"https:\/\/www.tuni.fi\/playlab\/wp-json\/wp\/v2\/posts\/9699\/revisions"}],"wp:featuredmedia":[{"embeddable":true,"href":"https:\/\/www.tuni.fi\/playlab\/wp-json\/wp\/v2\/media\/9702"}],"wp:attachment":[{"href":"https:\/\/www.tuni.fi\/playlab\/wp-json\/wp\/v2\/media?parent=9699"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/www.tuni.fi\/playlab\/wp-json\/wp\/v2\/categories?post=9699"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/www.tuni.fi\/playlab\/wp-json\/wp\/v2\/tags?post=9699"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}