Low-Interaction Games
How Low Interactivity Shapes Games, Game Mechanics and Motivational Design.
Artefakt: «Idle Sunbathing»
Which characteristics and patterns define low-interaction games and how can a common, relevant vocabulary be created that can contribute to a better discussion of these games?
This thesis examines one of the more recent video game genres, that of idle and clicker games. In today’s understanding, digital games are systems based on human-machine interaction. Active participation in the game by humans is pivotal to this. Idle games, with their characteristically low interaction, thus question what exactly constitutes a game. In this work, I will explore these game genres from the point of view of taxonomy, sub-genres and motivational design.
The goal is to introduce the patterns of low-interaction games to a wider game studies and developer community. Through theoretical work, workshops and a game prototype, it offers an alternative perspective for reflections on low-interaction games in general and self-playing games in particular.