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Create free accountWhitepaperInstitut Teknologi Nasional Bandung
Qualitative analysis of in-game assets, including concept art and character models, confirms this finding.
This study explores the role of character design in fostering emotional attachment within narrative-driven video games, specifically focusing on the experiences of Indonesian adolescents. By utilizing the game Life is Strange as a primary case study, the research examines how visual aesthetics, personality construction, and moral agency contribute to player-character relationships. The central thesis posits that well-developed characters with complex backstories and relatable emotional vulnerabilities serve as mirrors for players, facilitating self-reflection and healthier emotional expression during the critical developmental period of adolescence.
The methodology employs a qualitative approach, utilizing descriptive analysis and visual content analysis of in-game assets, such as concept art and character models. By applying a theoretical framework centered on document analysis, the study evaluates how design elements—including color palettes, facial expressions, and symbolic accessories—influence player perception. The findings indicate that characters like Max Caulfield and Chloe Price are strategically designed to represent distinct personality archetypes that resonate with teenage struggles, such as identity formation, rebellion, and social anxiety.
Key conclusions highlight that moral decision-making mechanics are essential for deepening immersion, as they grant players agency over the character’s fate, thereby increasing emotional investment. The research demonstrates that when players are forced to navigate ethical dilemmas, the resulting emotional weight strengthens the bond between the user and the digital avatar. Ultimately, the study provides actionable insights for game developers, suggesting that integrating narrative coherence with deliberate visual design can transform video games into effective tools for emotional development and psychological exploration among young players.
Each row is a game or company this document names, each column a document, oldest first. A mark means that document names it. Select a row to see those documents.