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<?xml-stylesheet type="text/xsl" href="http://www.nerve.com/CS/utility/FeedStylesheets/rss.xsl" media="screen"?><rss version="2.0" xmlns:dc="http://purl.org/dc/elements/1.1/" xmlns:slash="http://purl.org/rss/1.0/modules/slash/" xmlns:wfw="http://wellformedweb.org/CommentAPI/"><channel><title>Feeling It: Social Versus Primitive Emotion in Videogames</title><link>http://www.nerve.com/CS/blogs/61fps/archive/2008/06/25/feeling-it-social-versus-primitive-emotion-in-videogames.aspx</link><description>In a recent talk at the Cité des Sciences et de l’Industrie in France, Quantic Dream ’s David Cage discussed emotion’s role in videogames. Quantic Dream have claimed their new game , still known after two years by its codename Heavy Rain , has conquered</description><dc:language>en</dc:language><generator>CommunityServer 2007.1 (Build: 20910.1126)</generator><item><title>re: Feeling It: Social Versus Primitive Emotion in Videogames</title><link>http://www.nerve.com/CS/blogs/61fps/archive/2008/06/25/feeling-it-social-versus-primitive-emotion-in-videogames.aspx#104736</link><pubDate>Thu, 26 Jun 2008 07:50:04 GMT</pubDate><guid isPermaLink="false">bd485f5c-a45b-491f-8e52-c79e7f680fc3:104736</guid><dc:creator>Demaar</dc:creator><description>&lt;p&gt;I think GTA4 is a great example of a game making a player feel pride or shame. The missions where you have to make a choice between killing two integral characters often lead to shame or relief, maybe even pride, based on the decision made.&lt;/p&gt;
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