Meaningful Play Podcast

Episode 35 – Cosy Games


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In this episode Sian and Heather reflect on ‘cosy’ games – games that are designed or played for relaxation and comfort. We recap our research over the past month or so, including the DIGRAA conference, and games we’ve played recently, including Signalis and Mato Anomalies. We consider what ‘cosy’ games are; a category that often includes farming sims such as Animal Crossing and Stardew Valley, but also games with an introspective or relaxing ‘vibe’. We note that that such games can encourage experiences of mindfulness–but that other games can too! Further, we consider specific political, social, and cultural contexts that complicate ‘cosy-ness’ as a concept. We note associated trends or aesthetics such as hygge and iyashikei, both of which have become prominent following times of crisis and stress.

Ludography

Arrowiz (2023). Mato Anomalies. Prime Matter, Plaion.

ConcernedApe. (2016). Stardew Valley. ConcernedApe.

Frogwares. (2019). The Sinking City. Frogwares.

Game Yarouze and Japan Studio. (2008). Echochrome, Sony Computer Entertainment.

Hoyoverse. (2020). Genshin Impact.

Maxis. (2021). The Sims 4: Cottage Living. Electronic Arts.

Mojang Studios. (2011). Minecraft. Mojang Studios, Xbox Game Studios, and Sony Interactive Entertainment.

Paralune LLC. Mythic Ocean. Paralunce LLC, Nakana.io, Untold Tales.

rose-engine. (2022). Signalis. Humble Games.

Second Face Software. (2024). Portal: Revolution. Second Face Software.

Sunblink (2023). Hello Kitty Island Adventure. Sanrio, Apple.

Thunder Lotus Games (2020). Spiritfarer.

Various. (2001-present). Animal Crossing (series). Nintendo.

References

Campbell, C. (2022). What are cozy games, and what makes them cozy?. https://www.gamesindustry.biz/what-makes-a-cozy-game-cozy

Hairston, M. (2008). A Healing, Gentle Apocalypse: Yokohama kaidashi kikō. Mechademia, 3(1), 256–258. https://doi.org/10.1353/mec.0.0036.

Murakami, H. (1991). Hard-Boiled Wonderland and the End of the World. Kodansha International.

Nguyen, C. Thi. (2020). Games : Agency as Art. Oxford University Press, 2020.

Ren, J. (2020). Analysis of the Japanese Iyashikei Films and the Culture Behind These Films. Proceedings of the 2020 International Conference on Language, Art and Cultural Exchange (ICLACE 2020). Xiamen, China. https://doi.org/10.2991/assehr.k.200709.007

Roquet, P. (2009). Ambient Literature and the Aesthetics of Calm: Mood Regulation in Contemporary Japanese Fiction. The Journal of Japanese Studies, 35(1), 87–111. https://doi.org/10.1353/jjs.0.0050.

Sliwinski, J., Katsikitis, M., & Jones, C. M. (2015). Mindful Gaming: How Digital Games Can Improve Mindfulness. In J. Abascal, S. Barbosa, M. Fetter, T. Gross, P. Palanque, & M. Winckler (Eds.), Human-Computer Interaction – INTERACT 2015 (pp. 167–184). Springer International Publishing.

Universal Music Japan. KIRIMIちゃん. – 「マジカルKIRIMI!」(Short Ver.). https://www.youtube.com/watch?v=8lV719DU328

Yoshimoto, B. (1993). Kitchen. Grove Press.

Credits
Music created with Per Nyblom’s Abundant Music.

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Meaningful Play PodcastBy Sian Tomkinson and Heather Blakey

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