Amnesia: A Machine for Pigs
Impact: Cultural & Creative Impacts, Economic & Commercial Impacts
- Dr Peter Howell (Participant)
- Daniel Mcguire Pinchbeck (Participant)
- Mr Gavin Wade (Participant)
Description of impact
Amnesia: A Machine for Pigs is the output of a research-through-design process exploring the concept of Disruptive Game Design - an approach to game design that focuses on subverting established rules and patterns of game design in order to heighten a player's degree of cognitive engagement during play.
The game itself provides a standalone contribution to games culture and the games industry, whilst also providing a research tool for gathering supporting qualitative data from players regarding the experiential impact of the specific design decisions made during the game's creation.
Qualitative analysis of player data demonstrated changes in in-game behaviour and post-play perspectives on horror games more broadly. Further cultural impact is demonstrated in the wide-ranging media coverage that the game received within both specialist and mainstream publications, including Gamasutra, Joystiq, Eurogamer, The Escapist, and The Guardian.
The economic impact of the game was in supporting the continued growth and further project development of both Frictional AB and The Chinese Room. In the case of Frictional AB, the additional financial benefit of the game provided them with income to assist in the development of their next-generation in-house game engine, HPL3.
The game itself provides a standalone contribution to games culture and the games industry, whilst also providing a research tool for gathering supporting qualitative data from players regarding the experiential impact of the specific design decisions made during the game's creation.
Qualitative analysis of player data demonstrated changes in in-game behaviour and post-play perspectives on horror games more broadly. Further cultural impact is demonstrated in the wide-ranging media coverage that the game received within both specialist and mainstream publications, including Gamasutra, Joystiq, Eurogamer, The Escapist, and The Guardian.
The economic impact of the game was in supporting the continued growth and further project development of both Frictional AB and The Chinese Room. In the case of Frictional AB, the additional financial benefit of the game provided them with income to assist in the development of their next-generation in-house game engine, HPL3.
Who is affected
This impact effects a large community of PC videogame players both immediately within the Amnesia fan community as well as beyond. The game was widely discussed across fan communities, the specialist games media, and in games sections of mainstream media. Economic benefit was received by both the game's IP owner and publisher, Frictional AB, as well as by the development studio, The Chinese Room.
Category of impact
- Cultural & Creative Impacts
- Economic & Commercial Impacts
Related information
Outputs
Amnesia: A Machine for Pigs
Research output: Non-textual form › Software
Amnesia Collection (PS4): Amnesia: A Machine for Pigs
Research output: Non-textual form › Software
Amnesia Collection (Switch): Amnesia: A Machine for Pigs
Research output: Non-textual form › Software
Amnesia Collection (XBOne): Amnesia: A Machine for Pigs
Research output: Non-textual form › Software
Disrupting the player’s schematised knowledge of game components
Research output: Chapter in Book/Report/Conference proceeding › Conference contribution
A theoretical framework of ludic knowledge: a case study in disruption and cognitive engagement
Research output: Contribution to conference › Paper › peer-review
Projects
Amnesia: A Machine for Pigs
Project: Innovation
Activities
DiGRA 2014
Activity: Participating in or organising an event types › Participation in conference
10th International Philosophy of Computer Games Conference
Activity: Participating in or organising an event types › Participation in conference
ID: 15777900