Proceedings of the ICON ARCCADE 2021: The 2nd International Conference on Art, Craft, Culture and Design (ICON-ARCCADE 2021)

The Embodiment of Kübler-Ross Model through Game Elements in GRIS and Its Impact on Player Experience

Authors
Ni Putu Anindhitha Ayesha Sandra1, *, Intan Rizky Mutiaz2
1Faculty of Art and Design. Institute of Technology Bandung, Indonesia
2Faculty of Art and Design. Institute of Technology Bandung, Indonesia
*Corresponding author. Email: anindhita.ayesha@gmail.com
Corresponding Author
Ni Putu Anindhitha Ayesha Sandra
Available Online 28 December 2021.
DOI
10.2991/assehr.k.211228.033How to use a DOI?
Keywords
Video games; game experience; game elements; the Kübler-Ross model
Abstract

GRIS is a platform-adventure video game developed by a Spanish developer Nomada Studio and published by Devolver Digital in December 2018. This game tells a story about a journey of a young girl who struggles to overcome her depression and fear. The phenomenon of GRIS as a visual representation of depression is seen as a befitted mean that explains the correlation between immersive-interactive media and real-life events experienced by the sufferers. This research article discusses the understanding of how game elements in video games such as GRIS delivers an immense impact on its players and how it reflects the psychological experiences of depression sufferers. Furthermore, this article discusses these game elements were used in the game to describe Elizabeth Kübler-Ross’s 5 Stages of Grief Model and properly portray a psychological journey through an immersive game story. This research is conducted using a descriptive qualitative approach with phenomenological methods. Data obtained through observations toward GRIS and analysis of interpretations from 7 GRIS players who also have experiences with overcoming depression, obtained using in-depth interviews. Based on the observations and interviews conducted, the results are concluded that (1) there are debates on how depressive experiences were portrayed and presented on media according to players’ actual personal ordeals and struggles, and (2) there is a mapping of game elements identified that builds communication through an impactful gaming experience. The results of this study can be used as a guide for further research and developing other story-rich game designs to improve emotional engagements with players.

Copyright
© 2021 The Authors. Published by Atlantis Press SARL.
Open Access
This is an open access article under the CC BY-NC license.

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Volume Title
Proceedings of the ICON ARCCADE 2021: The 2nd International Conference on Art, Craft, Culture and Design (ICON-ARCCADE 2021)
Series
Advances in Social Science, Education and Humanities Research
Publication Date
28 December 2021
ISBN
978-94-6239-501-5
ISSN
2352-5398
DOI
10.2991/assehr.k.211228.033How to use a DOI?
Copyright
© 2021 The Authors. Published by Atlantis Press SARL.
Open Access
This is an open access article under the CC BY-NC license.

Cite this article

TY  - CONF
AU  - Ni Putu Anindhitha Ayesha Sandra
AU  - Intan Rizky Mutiaz
PY  - 2021
DA  - 2021/12/28
TI  - The Embodiment of Kübler-Ross Model through Game Elements in GRIS and Its Impact on Player Experience
BT  - Proceedings of the ICON ARCCADE 2021: The 2nd International Conference on Art, Craft, Culture and Design (ICON-ARCCADE 2021)
PB  - Atlantis Press
SP  - 252
EP  - 260
SN  - 2352-5398
UR  - https://doi.org/10.2991/assehr.k.211228.033
DO  - 10.2991/assehr.k.211228.033
ID  - Sandra2021
ER  -