Research Article
Video Game Development Processes that Generate Engagement in the Players: A Case Study of Don’t Starve
@INPROCEEDINGS{10.1007/978-3-030-73426-8_12, author={Raquel Echeand\^{\i}a S\^{a}nchez and Sara Cort\^{e}s G\^{o}mez}, title={Video Game Development Processes that Generate Engagement in the Players: A Case Study of Don’t Starve}, proceedings={Interactivity and Game Creation. 9th EAI International Conference, ArtsIT 2020, Aalborg, Denmark, December 10--11, 2020, Proceedings}, proceedings_a={ARTSIT}, year={2021}, month={7}, keywords={Indie games Development Engagement Audience Aesthetic}, doi={10.1007/978-3-030-73426-8_12} }
- Raquel Echeandía Sánchez
Sara Cortés Gómez
Year: 2021
Video Game Development Processes that Generate Engagement in the Players: A Case Study of Don’t Starve
ARTSIT
Springer
DOI: 10.1007/978-3-030-73426-8_12
Abstract
The digital distribution of video games presents more options than ever, where multiplatform accessibility means a change in philosophy. The aim of this article is to analyse the strategies that allow games to stand out in the market through different aesthetics, the appearance of new characters in a periodic way or the synergy of social media. We have analysed the case of the independent video game series Don’t Starve, developed by Klei Entertainment and available on Steam. In this context, reporting mechanisms allow us to extract information on the impact of the video game from the launch and during the use of the product. As a result, through the analysis of data from the Steam digital distribution platform, we have extracted quantitative information about players and gaming sessions, establishing correlations with other games and behaviours linked to the player experience. This has been combined with a qualitative study of the media synergy they have implemented to generate audience participation through their characters and multiplayer mode, narrative and aesthetics, resulting in players identifying with the content and taking an active role as producers and consumers.