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One key indicator that someone is enjoying an experience is that they have projected their imaginations into it. When they do this, their enjoyment of the experience increases significantly, in a sort of virtuous circle. To examine whether your game is well-suited to induce projection from your players, ask yourself these questions: What is there in my game that players can relate to? What else can I add?

   One key indicator that someone is enjoying an experience is that they have projected their imaginations into it. When they do this, their enjoyment of the experience increases significantly, in a sort of virtuous circle. To examine whether your game is well-suited to induce projection from your players, ask yourself these questions:
What is there in my game that players can relate to? What else can I add?
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The art of game design: a book of lenses
The art of game design: a book of lenses
Jesse Schell 1st Edition
Chapter 14, Problem 1 ↓

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What is there in my game that players can relate to? - Start by identifying the elements in your game that players can connect with on a personal level. This could include relatable characters, storylines, themes, or settings. For example, if your game is set in a  Show more…

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One key indicator that someone is enjoying an experience is that they have projected their imaginations into it. When they do this, their enjoyment of the experience increases significantly, in a sort of virtuous circle. To examine whether your game is well-suited to induce projection from your players, ask yourself these questions: What is there in my game that players can relate to? What else can I add?
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Key Concepts

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Virtuous Cycle of Enjoyment
A virtuous cycle of enjoyment describes a self-reinforcing process where initial engagement leads to deeper involvement, which in turn enhances enjoyment. This cycle encourages users to invest more emotionally and cognitively in the experience, thereby perpetuating and amplifying their overall satisfaction.
Iterative Design Evaluation
Iterative design evaluation is a process that involves continuously assessing and refining an experience based on user feedback and engagement indicators like projection and immersion. By asking targeted questions about what users can relate to, designers can systematically improve their creations to better meet the needs and expectations of their audience.
Relatability
Relatability involves crafting elements of an experience that resonate with users' personal lives, emotions, or common experiences. This makes the experience more accessible and engaging, as users can see aspects of their own identities or values reflected in the narrative or gameplay.
Immersion
Immersion is the state in which users are highly engrossed in an experience, such as a game or narrative, often losing track of the external world. It is achieved through the combination of interactive elements, compelling storylines, and relatable content, creating an environment where the boundaries between the user and the experience blur.
Projection in Experience
Projection in experience refers to how individuals mentally insert their own emotions, memories, and imagination into an activity, thereby personalizing and deepening their engagement. This psychological process is essential in understanding immersive interactions because it enables people to see parts of themselves in the experience, fostering a more meaningful connection.

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Critical Response (CR): Domsch outlines a number of elements in games for storytelling. Importantly, he suggests there are major "passive" moments and "active" forms. What are these different forms good for (that is, why might a designer use one form or another and to what effect)? How does this connect to the idea of player choice and agency in games we developed in previous modules? How have you seen these elements manifest in Life Is Strange, Cart Life, Spent, and the other games we've played? How do these relate to the narrative designs Piccuci describes? Reflective Response (RR): Can games truly be vehicles for storytelling if players have agency? How have you experienced stories in games, either those from this class or others you've played? How have you responded to them, in particular in comparison to other forms of media (reading a book, watching a film, etc.)? What narrative elements do you find you connect with most, or least? Why do you think that is?

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