Player Immersion Through Aesthetic Elements of Video Games: a Case Study in “A Space for the Unbound”
Player Immersion Through Aesthetic Elements of Video Games: a Case Study in “A Space for the Unbound”
P. R. Utomo
TLDR
The findings show that the game is a complex medium that effectively touches the emotions of its audience by stimulating emotional responses, particularly that of nostalgia.
Abstract
“A Space for the Unbound” is an example of a successful Indonesian game in the international market and has won numerous awards from diverse gaming events worldwide. This study aims to answer how this game can create player immersion which can form emotional bonds with its users so that other Indonesian game developers can replicate it. The research employs phenomenological methods as part of the qualitative research method to gain an in-depth understanding of the research object. The findings show that the game is a complex medium that effectively touches the emotions of its audience by stimulating emotional responses, particularly that of nostalgia. A comprehensive understanding of the theme culture and translated audio-visually, narrative, and ludic is crucial in creating an immersive experience that emotionally connects players with the adapted culture to develop a sense of nostalgia.
Keywords: video games, emotional bond, Indonesian game, aesthetic