Notes
1 Doris C. Rusch and Matthew Weise, “Games About LOVE and TRUST? Harnessing the Power of Metaphors for Experience Design,” in Proceedings of the 2008 ACM SIGGRAPH Symposium on Video Games (New York: ACM, 2008), 89-97, 96.
2 Janine Fron, Tracy Fullerton, Jacquelyn Ford Morie, and Celia Pearce, “The Hegemony of Play,” in Situated Play, Proceedings of DiGRA (Tokyo: University of Tokyo, 2007), 309-318.
3 Rusch and Weise, “Games about LOVE and TRUST,” 94.
4 My evaluation of this prototype draws primarily on audience response. The prototype’s success is indebted to my playtesters, who were not only all friends but also familiar with the Game Boy aesthetic. I am cognizant that the prototype was tested under ideal conditions; groups of strangers or people who have no emotional connection to 8-bit games (such as my grandmother) may approach the game differently.
5 Ian Bogost, A Slow Year: Game Poems (Louisville: Open Texture, 2010).
6 Incidentally, my process for creating backgrounds in a gridded Photoshop document is virtually identical to how I design my own cross-stitch patterns. The only difference is that machine, rather than my needle, weaves together the final output.