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Simon Niedenthal

Bio: Simon Niedenthal is an academic researcher from Malmö University. The author has contributed to research in topics: Game design & Interaction design. The author has an hindex of 10, co-authored 22 publications receiving 284 citations.

Papers
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Proceedings Article
01 Jan 2009
TL;DR: Changing game technologies, as well as arguments from within philosophy, psychology, interaction design theory and cultural theory, call for us to examine the implicit and explicit assumptions the authors make when they write about aesthetics within game studies research, as a prelude to reclaiming a perspective that will allow us to better understand the way in which games function as sites for sensory and embodied play, creative activity and aesthetic experience.
Abstract: Digital games are commonly described as phenomena that combine aesthetic, social and technological elements, yet our understanding of the aesthetic element of games and play is perhaps the least developed of all. All too often, an aesthetics perspective within game studies and design discourses is relegated to a marginal role, by conflating game aesthetics with graphics and “eye candy,” or by limiting aesthetic discussion to graphic style analysis or debates on the question “are games art?” Changing game technologies, as well as arguments from within philosophy, psychology, interaction design theory and cultural theory, call for us to examine the implicit and explicit assumptions we make when we write about aesthetics within game studies research, as a prelude to reclaiming a perspective that will allow us to better understand the way in which games function as sites for sensory and embodied play, creative activity and aesthetic experience.

54 citations

Journal ArticleDOI
TL;DR: It was shown that the players performed best and fastest in a game world lit with a warm (reddish) as compared to a cool (bluish) lighting, and it was indicated tentatively that the level of pleasantness induced by the warm lighting that enhanced the players' better performance in that digital game world.
Abstract: As a means of extending the significance of findings in experimental psychology and nonvisual psychological lighting research to digital game research, the present study was designed to investigate the impact of warm (reddish) and cool (bluish) simulated illumination in digital game worlds on game users' affect and play performance In line with some previous findings, we predicted that lighting in a digital game world might, as in the real world, differently influence the nonvisual psychological mechanisms of affect, which in turn might enhance or impair the players' performance It was shown that the players performed best and fastest in a game world lit with a warm (reddish) as compared to a cool (bluish) lighting The former color of lighting also induced the highest level of pleasantness in game users A regression analysis indicated tentatively that it was the level of pleasantness induced by the warm lighting that enhanced the players' better performance in that digital game world It was also shown that high- as opposed to medium- or low-skilled players engage almost 25 times more per week in game playing Given their skill, they performed significantly faster and felt significantly calmer and more relaxed in doing so

54 citations

Journal Article
TL;DR: Lighting design is an important element of game design, due to its role in directing attention, providing visibility, establishing important information concerning period and time of day, influenci ...
Abstract: Lighting design is an important element of game design, due to its role in directing attention, providing visibility, establishing important information concerning period and time of day, influenci ...

37 citations

11 Nov 2008
TL;DR: In this article, the authors provide an analysis of the experience of playing Assassins' Creed from the perspectives of this paper's four co-authors, who represent two different cultural viewpoints: Middle-Eastern and Western, as well as different intellectual disciplinary backgrounds, including architecture, theatre, and computer science.
Abstract: Video game playing is becoming a predominant part of popular culture. Games, like Assassin’s Creed (Ubisoft, released 2007), The Sims (Maxis, released 2000), Guitar Hero (RedOctane, released 2005), and World of War Craft (Bilizzard, released 2004), have attracted many players from different cultures and age groups. In this paper, we propose that the experience of playing a video game, like Assassin’s Creed, is a personal experience shaped through one’s emotional values, expectations, knowledge, and attitudes as influenced by culture. To validate this claim, we provide an analysis of the experience of playing Assassins’ Creed from the perspectives of this paper’s four co-authors, who represent two different cultural viewpoints: Middle-Eastern and Western, as well as different intellectual disciplinary backgrounds, including architecture, theatre, and computer science. To someone from the Middle-East, for example, the game aroused many nostalgic feelings through its simulated Middle-Eastern cities, the use of Arabic words, accents and gestures, and the detailed Middle-Eastern architectural design. While such small details meant much when viewed through a Middle-Eastern eye, their values were different when viewed through a Western eye. From a Western perspective, the game play experience was heightened through the beautiful architectural detail and the use of the environment layout as a function of gameplay, such as the use of rooftops for platforming, fast movement and flying-like actions, and stealth. Thus, apparently the way the game was experienced was very different when viewed through people with different cultural backgrounds. In this paper, we aim to show this claim through thorough analysis of the game as experienced by the co¬authors.

29 citations

Dissertation
01 Jan 2008
TL;DR: In this paper, the authors explore the role of simulated illumination in games and show that simulated illumination is the lighting designed into a game world, which is a common feature of many digital games.
Abstract: A common feature of many digital games is that they are played in a simulated 3D environment, a game world. Simulated illumination is the lighting designed into a game world. This thesis explores t ...

22 citations


Cited by
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Journal ArticleDOI
TL;DR: In the first two volumes of this work, Paul Ricoeur examined the relations between time and narrative in historical writing, fiction, and theories of literature as discussed by the authors, and this final volume, a comprehensive reexamination and synthesis of the ideas developed in volumes 1 and 2, stands as Ricoeure's most complete and satisfying presentation of his own philosophy.
Abstract: In the first two volumes of this work, Paul Ricoeur examined the relations between time and narrative in historical writing, fiction, and theories of literature. This final volume, a comprehensive reexamination and synthesis of the ideas developed in volumes 1 and 2, stands as Ricoeur's most complete and satisfying presentation of his own philosophy.

2,047 citations

Journal ArticleDOI
TL;DR: It is suggested that the etymological history of things is revisited and partly reverse to address the major challenge for design today—not just a thing but also a thing (a socio-material assembly that deals with matters of concern).
Abstract: This shift in meaning of the word thing is also of interest when reflecting on the practice of design. We suggest that we revisit and partly reverse the etymological history of things. A major chal ...

261 citations