An autistic ethnographic case study of Animal Crossing: New Horizons

Kevin Rebecchi

Article ID: 11616
Vol 1, Issue 1, 2025

VIEWS - 4 (Abstract)

Abstract


Animal Crossing: New Horizons (ACNH) is a widely popular life simulation game known for its calming, non-competitive environment. This study examines how the game’s mechanics and design specifically appeal to autistic players, providing a sense of structure, control, and opportunities for creative expression. By combining game design analysis and ethnographic methods and further enriching the findings with insights gathered from autistic players on social media, this research explores the intersection between neurodiversity and player experience. The analysis highlights key elements such as the game’s predictable routines, highly customizable environments, and simplified, non-intrusive social interactions with both NPCs and other players. These characteristics align with the sensory, cognitive, and social preferences of neuroatypical individuals, offering escapism that reduces anxiety and promotes a sense of autonomy. The ethnographic case study, complemented by feedback from autistic players online, sheds light on the lived experiences of these players, demonstrating how ACNH fosters relaxation, creativity, and emotional well-being. This research contributes to discussions on inclusive game design, suggesting that games like ACNH can provide meaningful, positive experiences for neuroatypical communities, ultimately fostering greater accessibility and inclusion in digital environments.


Keywords


autism; neurodiversity; universal game design; player experience; accessibility; animal crossing

Full Text:

PDF


References


1.       Kim J. Interactivity, user-generated content and video game: an ethnographic study of Animal Crossing: Wild World. Continuum. 2014; 28(3): 357-370. doi: 10.1080/10304312.2014.893984

2.       Michael T, Şengün S. Animal Crossing: New Horizons and its popularity during COVID-19 pandemic. In: Encyclopedia of Computer Graphics and Games. Springer, Cham; 2021. https://doi.org/10.1007/978-3-319-08234-9_435-1

3.       Zhu L. The psychology behind video games during COVID ‐19 pandemic: A case study of Animal Crossing: New Horizons. Human Behavior and Emerging Technologies. 2020; 3(1): 157-159. doi: 10.1002/hbe2.221

4.       Yee AZH, Sng JRH. Animal Crossing and COVID-19: A Qualitative Study Examining How Video Games Satisfy Basic Psychological Needs During the Pandemic. Frontiers in Psychology. 2022; 13. doi: 10.3389/fpsyg.2022.800683

5.       Lewis JE, Trojovsky M, Jameson MM. New Social Horizons: Anxiety, Isolation, and Animal Crossing During the COVID-19 Pandemic. Frontiers in Virtual Reality. 2021; 2. doi: 10.3389/frvir.2021.627350

6.       Tong X, Gromala D, Neustaedter C, et al. Players’ Stories and Secrets in Animal Crossing. Proceedings of the ACM on Human-Computer Interaction. 2021; 5(CHI PLAY): 1-23. doi: 10.1145/3474711

7.       Hsieh M, Hammad N, Harpstead E, et al. Understanding Player Retention Strategies in Animal Crossing: New Horizons. In: Proceedings of the CHI PLAY ‘21: The Annual Symposium on Computer-Human Interaction in Play; 2021.

8.       Roth M. Reclaiming Everydayness and Japanese Cultural Routines inAnimal Crossing: New Horizons. Journal of Intercultural Studies. 2022; 43(6): 722-739. doi: 10.1080/07256868.2022.2134318

9.       Quirk MA. Island Time in Lockdown: Animal Crossing: New Horizons’ Slow Culture and Its Shinto Source. Journal of Religion, Media and Digital Culture. 2021; 10(3): 428-444. doi: 10.1163/21659214-bja10032

10.     Finke EH, Hickerson BD, Kremkow JMD. “To Be Quite Honest, If It Wasn’t for Videogames I Wouldn’t Have a Social Life at All”: Motivations of Young Adults With Autism Spectrum Disorder for Playing Videogames as Leisure. American journal of speech-language pathology. 2018; 27(2): 672-689. doi: 10.1044/2017_AJSLP-17-0073

11.     Gallup J, Serianni B. Developing Friendships and an Awareness of Emotions Using Video Games: Perceptions of Four Young Adults with Autism. Education and Training in Autism and Developmental Disabilities. 2017; 52(2): 120-131.

12.     Hughes CN, Nguyen L. Socialization via Online Gaming: Perspectives of Five Autistic Adolescents and Their Parents. Journal of Child and Family Studies. 2024; 33(3): 777-792. doi: 10.1007/s10826-023-02727-5

13.     Kuo MH, Orsmond GI, Cohn ES, et al. Friendship characteristics and activity patterns of adolescents with an autism spectrum disorder. Autism. 2011; 17(4): 481-500. doi: 10.1177/1362361311416380

14.     Pyszkowska A, Gąsior T, Stefanek F, et al. Determinants of escapism in adult video gamers with autism spectrum conditions: The role of affect, autistic burnout, and gaming motivation. Computers in Human Behavior. 2023; 141: 107618. doi: 10.1016/j.chb.2022.107618

15.     Millington E, Simmons DR, Cleland Woods H. Brief Report: Investigating the Motivations and Autistic Traits of Video Gamers. Journal of Autism and Developmental Disorders. 2021; 52(3): 1403-1407. doi: 10.1007/s10803-021-04994-x

16.     Mazurek MO, Engelhardt CR, Clark KE. Video games from the perspective of adults with autism spectrum disorder. Computers in Human Behavior. 2015; 51: 122-130. doi: 10.1016/j.chb.2015.04.062

17.     Paulus FW, Sander CS, Nitze M, et al. Gaming Disorder and Computer-Mediated Communication in Children and Adolescents with Autism Spectrum Disorder. Zeitschrift für Kinder- und Jugendpsychiatrie und Psychotherapie. 2020; 48(2): 113-122. doi: 10.1024/1422-4917/a000674

18.     Pavlopoulou G, Usher C, Pearson A. ‘I can actually do it without any help or someone watching over me all the time and giving me constant instruction’: Autistic adolescent boys’ perspectives on engagement in online video gaming. British Journal of Developmental Psychology. 2022; 40(4): 557-571. doi: 10.1111/bjdp.12424

19.     Yang N, Hurd PL, Crespi BJ. Why iPlay: The Relationships of Autistic and Schizotypal Traits With Patterns of Video Game Use. Frontiers in Psychology. 2022; 13. doi: 10.3389/fpsyg.2022.767446

20.     Sicart M. Defining Game Mechanics. Game Studies. 2008; 8(2).

21.     Murray D, Lesser M, Lawson W. Autism and the Predictive Brain. Jessica Kingsley Publishers; 2005

22.     Hunicke R, LeBlanc M, Zubek R. MDA: A Formal Approach to Game Design and Game Research. Available online: https://users.cs.northwestern.edu/~hunicke/pubs/MDA.pdf (accessed on 19 March 2025).

23.     Boellstorff T. Coming of Age in Second Life: An Anthropologist Explores the Virtually Human. Princeton University Press; 2008.

24.     Nardi B. My Life as a Night Elf Priest: An Anthropological Account of World of Warcraft. University of Michigan Press; 2010.

25.     Small ML. How many cases do I need? On Science and the Logic of Case Selection in Field-Based Research. Ethnography. 2009; 10(1): 5-38. doi: 10.1177/1466138108099586

26.     Traianou A. Ethnography and the perils of the single case: an example from the sociocultural analysis of primary science expertise. Ethnography and Education. 2007; 2(2): 209-220. doi: 10.1080/17457820701350616

27.     Clarke DB. From Walking Simulator to Reflective Simulator: A Practice-Based Perspective. Press Start. 2017; 3(1): 29-42.

28.     Mashaw JL, Lindblom CE. The Single Case Study as Intellectually Ambitious Inquiry. Journal of Public Administration Research and Theory. 1993; 3(3): 305-318.

29.     Pacewicz J. What Can You Do With a Single Case? How to Think About Ethnographic Case Selection Like a Historical Sociologist. Sociological Methods & Research. 2020; 51(3): 931-962. doi: 10.1177/0049124119901213

30.     Fusch P, Fusch G, Ness L. How to Conduct a Mini-Ethnographic Case Study: A Guide for Novice Researchers. The Qualitative Report. 2017; 22(3): 923-941. doi: 10.46743/2160-3715/2017.2580

31.     Simmons, TM, Şengün, S. Animal Crossing: New Horizons and Its Popularity During COVID-19 Pandemic. Encyclopedia of Computer Graphics and Games. 2021; 1–3. doi: 10.1007/978-3-319-08234-9_435-1.




DOI: https://doi.org/10.24294/jgs11616

Refbacks

  • There are currently no refbacks.


License URL: https://creativecommons.org/licenses/by/4.0/

This site is licensed under a Creative Commons Attribution 4.0 International License.