Theoretical Support for Social Cards

1.Social Exchange Theory

Proposed by George Homans (1958), this theory posits that all interpersonal relationships are based on a “cost-benefit” tradeoff.

This theory explains why individuals choose to engage in or withdraw from relationships during social interactions. Research indicates that people tend to maintain relationships that yield positive returns while abandoning interactions that are high-cost and low-reward. I can apply this theory to game design, for example: certain relationships may constantly demand while offering little in return. This will help simulate authentic social environments within the game flow, enabling players to constantly observe and reflect on their social choices.

2.Emotional Labor Theory

Proposed by Arlie Hochschild (1983), this theory suggests that individuals must regulate their emotions in work and social settings to meet societal expectations.

Explains how emotional labor can become a form of work, potentially leading to mental exhaustion and burnout. Games can draw upon this real psychological response to design mechanics like “energy depletion” or “relationship freeze,” helping players understand the sources of emotional exhaustion.

3.Self-Determination Theory, SDT

Proposed by Edward Deci and Richard Ryan (1985), this theory posits that human motivation stems from three fundamental needs: autonomy, competence, and relatedness.

To explain how intrinsic motivation drives sustained behavior and emotional engagement. Games can simulate social interactions, gradually prompting players to reflect on and adjust how they behave in real-world social settings.

4.Procedural Rhetoric

Proposed by Ian Bogost (2007), the idea holds that game rules themselves can express ideas and social criticism.

Bogost’s research demonstrates that players can experience social logic and ideology by manipulating system rules. This proves that in-game behaviors can simulate real-world environments, causing players to spontaneously and subconsciously alter their perceptions and adjust their actions and habits.

5.Solution-Focused Brief Therapy, SFBT

Proposed by Steve de Shazer and Insoo Kim Berg in the 1980s, this approach advocates for positive change by focusing on “solutions beyond the problem.”

Emphasize enabling individuals to discover their own resources and potential solutions rather than dwelling on problems. This aligns with the “reflection and growth” logic in game design: players do not get bogged down in problems during each decision-making turn, but proactively seek viable solutions within limited energy, thereby gaining psychological positive feedback.


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