Theoretical Framework

The main body of theory, from which we will draw and to which we hope to contribute, is game studies. Although many practitioners have come to this new discipline from literary studies and the humanities (Aarseth, 1996), researchers in this area have also begun to look at games as perceptual systems (Wilhelmsson, 2001). Craig Lindley's higher-level game taxonomy (2003) will support our work.

Our work with players will also be influenced by interaction design, a new discipline that has arisen in response to the uniquely fluid characteristics of digital materials. The dynamic nature of computing allows a person engaged with an interactive form to influence and rearrange the essential substance of the design. We speak, therefore, less about the formal qualities of an interactive design, focusing instead upon qualities of designs that emerge from use and that the designer can influence (Löwgren, forth.).

A key concept within interaction design is embodied interaction, the consequences of our physical nature for the design of interactive artefacts and spaces. Dourish (2001) has drawn upon sources including phenomenology, studies of perception and ethnographic practices to argue that "our experiences cannot be separated from the reality of our bodily presence in the world," and that this awareness has important consequences for interaction design. Research exploring sense phenomena-such as light-within interactive game forms has the potential to advance the development of embodied interaction. This topic is especially relevant for the larger research focus within our design theme at K3.

Finally, we will access a complementary body of knowledge from the area of psychology. Researchers in environmental psychology study the effect of light and sound in the built environment, and have influenced the setting of standards for workplace illumination. Although most research has been directed towards the visual effects of light, a growing number of studies have looked at non-visual effects (Knez, 2001). Findings from this area related to mood, decision-making strategies and risk-taking have immediate relevance to the player experience within game worlds.