My selected interaction follows:
Still working on refining my argument–here’s the mind barf:
– This interaction is successful at being entertaining/stimulating to the intended audience
– The designers were able to understand the lifeworlds of the fans/audience and hold true to the ‘rules’ of the world of the series
– The dialogue spoken in the actor’s voices (Bruce Campbell, Ted Raimi), the humorous interaction of the player abusing the sidekick, and the fact that the game holds true to the mise-en-scene of the film series all together holistically create a pre-ontological experience for the player that allows them to act and do things with the controls ready-at-hand, which therefore allows them to become fully engaged in this particular game world.
Argument?: One of the more prominent interactions designed into the video game “Evil Dead: Regeneration” where the player, who assumes the lead role of Ash (Bruce Campbell) from the Evil Dead series, is encouraged and able to “use and abuse” his companion sidekick Sam, is an interaction designed for the life-worlds of a specific audience, and through a phenomenological understanding of their audience’s life worlds, and through an understanding of the intersubjectivity for what is funny and entertaining to this specific audience, the designers were able to successfully create a fun and enjoyable experience for fans of the series and players of the game.
Ok, thanks for replies,