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How Gris Expresses Anger Through Stylistic Devices
Uppsala University, Disciplinary Domain of Humanities and Social Sciences, Faculty of Arts, Department of Game Design.
2021 (English)Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
Abstract [en]

Intentionally designing games to express specific emotions can be difficult Isbister (2016). Hence, this paper aims to provide an additional perspective of the expression of emotions, by analyzing how Gris, a 2D platformer game expresses anger within the five stages of grief model Kübler-Ross (2005). Furthermore, the paper intends to explore the idea of anger being a desirable emotion that can be constructively designed instead of associated as a negative emotion within the gaming community. The analysis uses the framework by Fernández-Vara (2019) and describes different situations within the anger level of Gris to subsequently discuss stylistic devices such as color, mechanics, and audio in relation to previous research on emotional design conventions, health articles on anger, and psychological research on color. The findings highlight that Gris expresses anger by using various stylistic devices as metaphors and design choices. The paper goes into depth on how these stylistic devices are used in Gris, how they symbolize anger, and the insight this can present to designers.

Place, publisher, year, edition, pages
2021. , p. 28
Keywords [en]
Video games, Gris, anger in games, stylistic devices, emotional design.
National Category
Design Languages and Literature Media and Communication Studies
Identifiers
URN: urn:nbn:se:uu:diva-571821OAI: oai:DiVA.org:uu-571821DiVA, id: diva2:2015213
Subject / course
Game Design
Educational program
Bachelor's Programme in Game Design and Project Management
Supervisors
Examiners
Available from: 2025-11-20 Created: 2025-11-20 Last updated: 2025-11-20Bibliographically approved

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CiteExportLink to record
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Citation style
  • apa
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Output format
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