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"It Started as a Joke": On the Design of Idle Games

Published: 17 October 2019 Publication History

Abstract

With idle games, active withdrawal from the game comprises an essential part of gameplay as players wait for the game state to change over time. This mode of interaction is paradigmatic for the change of roles technologies have in our lives. However, the design elements of idle games are less well understood, particularly from the perspectives of developers. We interviewed six designers of six different popular idle games and inquired into their individual approaches. Via thematic analysis, we refine and expand on existing definitions of idle games as a genre, shed light on ethically charged practices of care in their design, and identify shared core characteristics between the games and processes. We then generate intermediate-level knowledge on the design of idle games. Our work contributes designers' perspectives on idle games and their design to a growing body of literature on the genre.

Supplementary Material

ZIP File (fp6634aux.zip)
Interview protocol and extended game descriptions
MP4 File (p495-spiel.mp4)

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cover image ACM Conferences
CHI PLAY '19: Proceedings of the Annual Symposium on Computer-Human Interaction in Play
October 2019
680 pages
ISBN:9781450366885
DOI:10.1145/3311350
Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than the author(s) must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected].

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Published: 17 October 2019

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  1. ambient interaction
  2. design
  3. idle games
  4. thematic analysis

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CHI PLAY '19 Paper Acceptance Rate 51 of 181 submissions, 28%;
Overall Acceptance Rate 421 of 1,386 submissions, 30%

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  • (2024)How We See Changes How We Feel: Investigating the Effect of Visual Point-of-View on Decision-Making in VR EnvironmentsProceedings of the ACM on Human-Computer Interaction10.1145/36869338:CSCW2(1-27)Online publication date: 8-Nov-2024
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