Tom Cole
Tom is Lecturer in Games Development at University of Greenwich, London.
He is researching how we can broaden and deepen emotional engagement and affect within videogames with a focus on their unique interactive qualities (i.e. mechanics, systems, control schemes etc.).
Previously Tom was Lecturer in Computing at Goldsmiths, University of London. Before that he was the Founder and Programme/Course Leader for the new BA in Games Design at UCA Rochester, and left to focus on completing his PhD.
Before all that he was a Games Designer for Supermassive Games, working on Until Dawn and Killzone Shadow Fall for the PS4.
He is researching how we can broaden and deepen emotional engagement and affect within videogames with a focus on their unique interactive qualities (i.e. mechanics, systems, control schemes etc.).
Previously Tom was Lecturer in Computing at Goldsmiths, University of London. Before that he was the Founder and Programme/Course Leader for the new BA in Games Design at UCA Rochester, and left to focus on completing his PhD.
Before all that he was a Games Designer for Supermassive Games, working on Until Dawn and Killzone Shadow Fall for the PS4.
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Papers by Tom Cole
form, and it is important to analyse games that are pushing the
medium forward to see what design lessons can be learned.
However, there are no established criteria to determine which
games show these more progressive qualities.
Grounded theory methodology was used to analyse language
used in games reviews by critics of both ‘core gamer’ titles
and those titles with more avant-garde properties. This
showed there were two kinds of challenge being discussed
— emotional and functional which appear to be, at least
partially, mutually exclusive. Reviews of ‘core’ and ‘avant-garde’
games had different measures of purchase value, primary
emotions, and modalities of language used to discuss
the role of audiovisual qualities. Emotional challenge, ambiguity
and solitude are suggested as useful devices for eliciting
emotion from the player and for use in developing more
’avant-garde’ games, as well as providing a basis for further
lines of inquiry.
Drafts by Tom Cole
form, and it is important to analyse games that are pushing the
medium forward to see what design lessons can be learned.
However, there are no established criteria to determine which
games show these more progressive qualities.
Grounded theory methodology was used to analyse language
used in games reviews by critics of both ‘core gamer’ titles
and those titles with more avant-garde properties. This
showed there were two kinds of challenge being discussed
— emotional and functional which appear to be, at least
partially, mutually exclusive. Reviews of ‘core’ and ‘avant-garde’
games had different measures of purchase value, primary
emotions, and modalities of language used to discuss
the role of audiovisual qualities. Emotional challenge, ambiguity
and solitude are suggested as useful devices for eliciting
emotion from the player and for use in developing more
’avant-garde’ games, as well as providing a basis for further
lines of inquiry.