Psychology of Videogames

Development - Characters - Gameplay

From the sacred rituals of online communities to the moral dilemmas of post-apocalyptic worlds, this section explores how games mirror — and shape — human psychology. Discover how cognition, emotion, identity, and storytelling collide in digital spaces, revealing what play can teach us about ourselves, our culture, and the worlds we build together.

Cartoon man sitting in a green armchair with arms crossed, wearing a hoodie with Psi symbol, brown pants, and brown shoes, looking serious or annoyed.
What Moral Psychology Can Learn from a Bone-Saw
J. C. Pass, MSc J. C. Pass, MSc

What Moral Psychology Can Learn from a Bone-Saw

An essay examining the intersection of ludonarrative resonance and moral philosophy through LISA: The Painful’s infamous "arm scene," contrasting interactive self-cost with hypothetical ethics.

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Games Should Know When the Player Has Fallen Asleep
J. C. Pass, MSc J. C. Pass, MSc

Games Should Know When the Player Has Fallen Asleep

An AI sleep-pause feature could help gamers with narcolepsy, fatigue and sudden sleep attacks by pausing single-player games when the player appears to fall asleep. Here is why it should exist, and how a careful home hack might work.

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Scarlet Hollow and the Horror of Having Your Agency Taken Seriously

Scarlet Hollow and the Horror of Having Your Agency Taken Seriously

Scarlet Hollow is frightening because it treats player choice as social evidence. A spoiler-light psychology essay on agency, consequence, and what happens when a game actually remembers who you chose to be.

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Why Too Much Choice Makes Games Feel Like Work
J. C. Pass, MSc J. C. Pass, MSc

Why Too Much Choice Makes Games Feel Like Work

Choice is central to game design, but too many options can overwhelm players and weaken agency. Here’s how choice overload affects games, decision-making, skill trees, open worlds and player motivation.

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Dispatch and the Moralisation of Ability
J. C. Pass, MSc J. C. Pass, MSc

Dispatch and the Moralisation of Ability

Dispatch raises a bigger question than whether its ending works. What happens when narrative games turn ability, performance, and accessibility into a moral test?

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