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Emma Reay's "Grief in Mobile Games" argues that smartphone games can express grief through what she terms "ludic aporia," a condition of interpretive uncertainty produced by friction and by the subversion of platform and genre expectations. Drawing on the poetic technique of defamiliarization, the paper contends that such friction invites players to co-construct meaning, evoking the bittersweet, ambivalent qualities of loss more effectively than the "flow" and empowerment that dominate conventional game design. Its central claim is that serious games about bereavement should prize friction over fun.
The analysis rests on close, qualitative readings of a small corpus of critically acclaimed mobile titles, principally Old Man's Journey, Florence, If Found…, The Stillness of the Wind, and Far From Noise. Across these games, the author identifies recurring features: restricted player agency, the absence of conventional win and fail states, player-controlled pacing, and conditional hope. To organize these observations, she proposes a "Typology of Friction" comprising symmetry, consonance, counterpoint, and dissonance, which describes how tensions between visual, mechanical, audio, and narrative planes generate emotional complexity.
Methodologically, the work is interpretive rather than quantitative, and its evidentiary base is deliberately narrow, which bounds how far its generalizations can extend. Its scope is primarily game-studies and design-theory oriented, situating mobile grief games within broader conversations on care, affect, and ludonarrative dissonance, and drawing on earlier research such as Harrer and Schoenau-Fog's work on inviting grief into game design. The paper concludes by advocating that designers of serious games embrace subversion and interpretive openness rather than aiming for entertainment or positive affect.
Game Developers Conference · 2021