Key Moments

Stanford CS547 HCI Seminar | Spring 2026 | Reading Games Well

Stanford OnlineStanford Online
Education7 min read60 min video
Apr 15, 2026|517 views|26
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TL;DR

Games can be read like literature, evoking profound personal experiences and emotional growth, but we often overlook these 'readings' in favor of focusing on mechanics.

Key Insights

1

The "well-read game" theory posits that games, like literature, offer ephemeral emotional experiences that warrant personal interpretation and discussion.

2

Player responses in games are shaped by their "baggage" – life history and personal experiences – similar to reader response theory in literature.

3

The game "Unpacking" serves as an object lesson, demonstrating how players derive deep, meaningful stories and emotional connections from simple mechanics.

4

Games can act as mirrors or windows, allowing players to see themselves or explore new worlds and perspectives, much like children's literature.

5

The "Lost Words" game highlights how interactive media can help players process complex emotions, such as grief, by linking in-game fantastical experiences to real-life events.

6

To foster deeper engagement, educators and players can utilize "player response journals" and frame gameplay descriptions akin to dream narratives.

Games as ephemeral emotional experiences: The "well-read game" concept

The lecturer introduces the concept of "reading games" as the evocation of personal player responses, drawing parallels to literary analysis. Unlike traditional views of games as artifacts or systems, the "well-read game" perspective emphasizes games as events – ephemeral, emotional experiences that happen to players. These experiences often remain private, yet they hold significant personal value, akin to the takeaways from reading a book or watching a film. A compelling example is Sophia, a 16-year-old player of "Journey," who described a profound emotional connection with a co-player and found a sense of peace in the game's final moments, which mirrored her own experience with her father's passing. This personal narrative underscores the book's central argument: game experiences can be as powerful and meaningful as those derived from other media, deserving of the same respect and critical attention. The book itself collects such "readings" from players, aiming to validate and explore these personal interpretations. This approach moves beyond simply discussing a game's features or genre, focusing instead on the subjective, emotional impact it has on the individual.

Player responses are shaped by unique "baggage"

Drawing from reader-response theory, the lecture posits that players, like readers, bring their own "baggage" – their life history, experiences, and perspectives – to their interaction with a game. This baggage colors their interpretation and response to the game's events and mechanics. The diagram illustrating this concept shows the player and the game "shaking hands," but crucially includes a "baggage" element, representing the personal history each player carries. Unlike with books, where this is an acknowledged aspect of interpretation, the complexity of game interaction means players respond not only to the system but also to its emotional and critical dimensions, represented by hearts and crystals. This "player response" theory extends the idea of authorial intent, suggesting that while designers create the artifact, the player generates the unique experience and understanding of the game.

The "Unpacking" game as a case study for player interpretation

The game "Unpacking" is presented as a prime example of how players "read" games beyond their mechanics. In "Unpacking," players unpack boxes and place items in various homes across different stages of a character's life. The game contains no strategy, competition, or timer, yet players report deeply meaningful stories and emotional connections. The lecturer shares their personal journal entries, describing how the game's nostalgia, the arrangement of objects, and the character's life choices evoked specific feelings and interpretations, such as sensing disaster in a relationship due to incompatible belongings or feeling empathy for the character's life decisions. Moreover, when the game was played by the lecturer's co-author with his son, their "reading" differed significantly. They discussed domestic arrangements and the son's own experiences with moving, highlighting how different life stages and contexts lead to varied interpretations. This subjective experience, driven by placing items and inferring narrative, demonstrates that meaning is not inherent in the game's system but is actively constructed by the player. This subjective creation of meaning, the "reading into" the simple act of placing objects, is what makes "Unpacking" so powerful, even though its mechanics are straightforward.

Games as mirrors and windows: Learning from children's literature

The lecture draws parallels between reading games and children's literature, particularly through the lens of literacy theory. Just as children's books can serve as mirrors, allowing readers to see themselves in characters and their experiences (e.g., identifying with the desire to save a pig in "Charlotte's Web"), games can offer similar self-reflection. They can also act as windows, providing insight into different worlds and perspectives that the player might not otherwise encounter. "Charlotte's Web" is used to illustrate how readers can "slide through glass doors" into the narrative world, experiencing a microcosm of society through the animals' interactions. This concept is applied to games, suggesting that they can similarly offer immersive experiences that foster empathy and understanding. The potential for games to reflect personal experiences or to allow players to step into unfamiliar contexts is a key aspect of their value.

Processing emotions through game narratives: The "Lost Words" example

The game "Lost Words" exemplifies how interactive media can facilitate emotional processing and understanding, mirroring the narrative structures found in children's literature. The game interweaves a player's experience of writing in a journal with a fantastical adventure world. The protagonist, Izzy, writes about her grandmother's stroke and eventual loss, and these emotions are mirrored in the game's adventure mode as her character battles a "firewoman filled with rage." This dual narrative structure allows players to engage with complex emotions in a heightened, fantastical context, which can then be related back to real-life experiences. The lecturer describes a personal moment of unexpected catharsis while playing "Lost Words," where a philosophical discussion with a whale in the game triggered a profound memory of losing their father. This suggests that games can provide a safe space for confronting and processing difficult feelings, encouraging introspection and healing. The game's design purposefully creates this connection between the player's real-life emotional landscape and the in-game narrative, making it a powerful tool for emotional exploration.

Developing "player response journals" to enhance game literacy

To encourage a more reflective approach to gaming, the lecture proposes "player response journals," inspired by reader response journals used in academic settings. These journals prompt players to capture their personal reactions, key moments, and connections they make while playing. Techniques like screenshot annotation can serve a similar purpose, acting like a personal feed that sparks memory and reflection on past gaming experiences. Describing gameplay as if it were a dream is another suggested method to unlock deeper insights by embracing the often illogical and emotional aspects of play. Furthermore, pairing games with traditional texts (e.g., "The Crucible" with "Werewolf," or "Walden" the game with Thoreau's book) can create richer learning experiences. This approach encourages players and students to discuss games critically, moving beyond mechanics to explore themes, emotions, and cross-media connections. The goal is to foster a "game book club" culture where the focus is on experiential and emotional takeaways rather than just system analysis.

The "Walden" game as a companion to literature

The lecturer's own game, "Walden: A Game," is presented as a direct application of these principles. Designed to complement Thoreau's book, the game aims to provide players with a lived experience of wandering the woods and living through the seasons. While readers might struggle with Thoreau's dense prose, the game offers an immediate, visceral, and emotional connection to his experiences, allowing players to "feel" what he felt. This game has been used in educational settings, yielding deep player responses. Students have reported feeling as if they were living the game, mining the world for meaning, and contemplating life's existential questions. Even students who initially resisted Thoreau's book due to perceptions of hypocrisy produced remarkable projects after engaging with the game, demonstrating its power to foster a deeper connection to the source material and encourage critical reflection. The game helps players discover aspects of Thoreau's life, such as family connections, that he omitted from his book, thereby enriching the understanding of both the game and the literature.

Promoting games for empathy and citizenship

Ultimately, the "reading games" framework aims to cultivate better players, citizens, and people. By treating games as significant media that evoke profound emotional and imaginative experiences, we can encourage skills essential for a functioning democracy: empathy and the capacity to understand diverse perspectives. The ability to "walk through the sliding glass door into the world of another" by engaging with game narratives, discussing these experiences, and learning from them is paramount. The emergence of "player response" as a valuable area of study is a passion for the lecturer, driven by the belief that games can help us become more imaginative, understanding, and connected. This perspective transcends mere entertainment, positioning games as powerful tools for personal growth, critical thinking, and fostering a deeper connection to ourselves and the world around us. The ideal is to establish "game book clubs" in schools, starting as early as middle school, to nurture these skills through guided discussion and reflection on the heart and emotional resonance—the crystals—that games uniquely offer.

Common Questions

The core concept is viewing games not just as artifacts or systems, but as ephemeral, emotional experiences akin to reading a book or watching a film. It emphasizes the personal takeaways and emotional responses players have, treating games as events that happen to us.

Topics

Mentioned in this video

Media
Unpacking

A game used as a key example to illustrate the concept of 'reading' games, where simple mechanics of unpacking objects lead to deep emotional and narrative interpretations.

Halo

A game series mentioned in the context of multiplayer gaming, specifically a 'Halo clan' that fostered positive community experiences and philosophical discussions.

The Crucible

A play by Arthur Miller that can be paired with games like 'Werewolf' to discuss themes of accusation and societal judgment, offering a lens through which to 'read' game experiences.

Never Alone

A game about an Iñupiat girl, suggested as a pairing with young adult literature to explore cultural themes and emotional experiences.

Journey

A game discussed as an example of a profound emotional experience, particularly a reading from a 15-year-old player about connection and dealing with difficulty.

Darth Gran

A humorous comparison made by the character in Lost Words when her grandmother, after a stroke, struggles to speak and is put on oxygen, likening her to Darth Vader.

Lost Words

A children's game that tells its story twice, once through a journal and again through an adventure world, illustrating how games can tie real-world emotions to fantastical experiences.

Wilbur

The pig from Charlotte's Web, used as an example of how characters in literature can be relatable and evoke emotional responses, mirroring how game characters can do the same.

Walden, a game

A game designed by the speaker, based on Thoreau's 'Walden,' intended to provide a lived experience of the book's themes and connect players emotionally to its content.

Vader Immortal

A virtual reality experience mentioned as an example of a guided narrative, where the hardware differs but the experience of a deep narrative can be similar to other media.

Werewolf

A game that can be paired with 'The Crucible,' used to explore themes of accusation and social dynamics, providing a context for understanding how games can be 'read' like dramatic literature.

Beat Saber

A VR rhythm game mentioned as an example of a different kind of 'reading' or experience possible with immersive technology.

Call of Duty

A game series from a 'golden age' of multiplayer gaming where connections and friendships were made, contrasting with the current percepion of multiplayer environments.

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