Behavioral Design

Videogames are designed around a core element: the player. The player’s role is to carry out actions aimed to get a reward, within the limits set by rules of the game. John Hopson has coined it “contingencies“: a set of rules under which the player acts, getting rewards and reinforcements. Experiencing different ways of rewards, different patterns of player’s response can be found.Read More

Needs and Motivations: why Games exist

Our brain evolved in order to encourage the personal success of each individual, through out a system that rewards purposes; and these purposes get beyond the mere concept of survival, although it is basic element for animals. Games and fun activities, therefore, see their Raison d’être in correlation with our ability to adapt, and the evolution of this ability: we play in order to unravel in everyday life, metabolizing rules, limits and targets, in order to grow as individuals and coping with hardships.Read More

DarkWave Games at the Games Week in Milan

DarkWave Games will be at the Games Week in Milan.

During Friday, 4 November our lead developer Gabriele Farina will participate to the Wired conference called “Game Developers in Italy”.

On Saturday and Sunday part of the team will be at the stand F04 held by Indie Vault, demonstrating Act of Fury to the public.
If you’re in Milan and want to play our games please come and meet us at the stand!Read More