2,193 research outputs found

    Making Ourselves Visible: Mobilizing Micro-Autoethnography in the Study of Self-Representation and Interface Affordances

    Get PDF
    Avatar customization and self-representation in games has been widely studied. In this paper, I propose the use of micro-autoethnography as a complementary methodology in such studies. I propose such an approach, theoretically and methodologically informed by Actor-Network Theory, as a way for researchers to situate themselves within their own studies of identity and play in games. I present a micro-autoethnographic study in which I, the researcher, attempt to create the same avatar in eight different Character Creation Interfaces (CCIs), otherwise known as a "trans-ludic" avatar. Implications for a micro-autoethnographic approach to avatar and identity research are discussed

    Me, Myself, and Interface: The Role of Affordances in Digital Visual Self-Representational Practices

    Get PDF
    A growing number of digital games and virtual worlds allow users to create a virtual self, commonly referred to as an ‘avatar.’ Essentially, the avatar is a digital entity which is controlled by the user to attain agency within the virtual world. Avatars are visually customized by users via interfaces, referred to within the body of this work as Character Creation Interfaces (CCIs). CCIs are often framed as tools that are utilized by players to create a desired avatar. In other words, the popular approach is one that is anthropocentric in nature and neglects to take into account the ways in which interface affordances - the action possibilities afforded by an artifact - potentially constrain our interactions with them. In my dissertation, I argue that CCIs co-construct avatars with players. I mobilize Actor-Network Theory in order to re-position these interfaces as actors, rather than benign tools in digital-visual self-representational practices. In order to investigate the interface-as-actor I present an analytical framework: the Avatar Affordances Framework, and apply this framework to 20 CCIs in order to systematically study their affordances. In the second phase of this investigation, I present data on two user studies: the first, a within-subjects study investigating self-representational practices in the Massively-Multiplayer-Onlne-Game (MMOG) Rift (n = 39), the other, a between-subjects study of self-representational practices on the Nintendo WiiU console's MiiCreator (n = 24). Results of these two studies are presented alongside analytical data derived from both interfaces via the Avatar Affordances Framework in order to illustrate how interface affordances are negotiated by players. A final study, an autoethnographic chapter, situates myself within the dissertation as both a researcher and user of the technology, addressing how my own experiences with these games, and my own self-representational practices, have come to shape this research. Data from the aforementioned studies was then utilized in order to generate a list of best practices for game developers. To date, such documentation is absent from game design literature. It is my hope that the practices outlined herein help developers make design choices that invite opportunities for identity play without simultaneously creating socially exclusive spaces

    Wonder women in the virtual world: how female Shepard redefined the female hero archetype in video games

    Get PDF
    2021 Spring.Includes bibliographical references.AAA video game protagonists typically represent the white, heterosexual male. While standards are changing, there remains a considerable discrepancy between the number of male and female protagonists available. This study intends to examine how video game producers can move forward with creating resonant AAA protagonists by examining one of the first protagonists who presented unforeseen equality. This thesis explores the character of female Shepard from BioWare's video game series Mass Effect (2007-2012) and what elements made her a fan favorite and marketable. Using Jim Bizzochi's video game narrative framework and Shunsuke Nozawa's concept of ensoulment related to voice work, this thesis argues that FemShep redefined the video game landscape. She served to create her own space as a character and not merely a gender-flipped construct of her male counterpart. By examining how she is constructed and handled in-game, the conclusion suggests that when the developmental focus is on creating the character, there is a market for strong heroes who are also female

    Actor & Avatar: A Scientific and Artistic Catalog

    Get PDF
    What kind of relationship do we have with artificial beings (avatars, puppets, robots, etc.)? What does it mean to mirror ourselves in them, to perform them or to play trial identity games with them? Actor & Avatar addresses these questions from artistic and scholarly angles. Contributions on the making of "technical others" and philosophical reflections on artificial alterity are flanked by neuroscientific studies on different ways of perceiving living persons and artificial counterparts. The contributors have achieved a successful artistic-scientific collaboration with extensive visual material

    CGAMES'2009

    Get PDF

    Pivoting the player:a methodological toolkit for player character research in offline role-playing games

    Get PDF
    This thesis introduces an innovative method for the analysis of the player character (PC) in offline computer role-playing games (cRPGs). It derives from the assumption that the character constitutes the focal point of the game, around which all the other elements revolve. This underlying observation became the foundation of the Pivot Player Character Model, the framework illustrating the experience of gameplay as perceived through the PC’s eyes. Although VG characters have been scrutinised from many different perspectives, a uniform methodology has not been formed yet. This study aims to fill that methodological void by systematising the hitherto research and providing a method replicable across the cRPG genre. The proposed methodology builds upon the research of characters performed in video games, fiction, film, and drama. It has been largely inspired by Anne Ubersfeld’s semiological dramatic character research implemented in Reading Theatre I (1999). The developed theoretical model is applied to three selected cRPGs, which form an accurate methodological sample: The Witcher (CD Projekt RED 2007), Fallout 3 (Bethesda Game Studios 2008), and Vampire: The Masquerade – Bloodlines (Troika Games 2004). The choice of the game genre has been incited by the degree of attention it draws to the player character’s persona. No other genre features such a complex character development system as a computer role-playing game. <br/

    Realistic Virtual Human Character Design Strategy and Experience for Supporting Serious Role-Playing Simulations on Mobile Devices

    Get PDF
    Promoting awareness of social determinants of health (SDoH) among healthcare providers is important to improve the patient care experience and outcome as it helps providers understand their patients in a better way which can facilitate more efficient and effective communication about health conditions. Healthcare professionals are typically educated about SDoH through lectures, questionaries, or role-play-based approaches; but in today’s world, it is becoming increasingly possible to leverage modern technology to create more impactful and accessible tools for SDoH education. Wright LIFE (Lifelike Immersion for Equity) is a simulation-based training tool especially created for this purpose. It is a mobile app that would be available on both Google Play and Apple Store for easy access to the providers. This highly realistic, interactive, and captivating app is essential for creating mindfulness about SDoH and generating long-lasting compassion and empathy in health care workers for their real patients and helping them to build a good clinician-patient relationship. An important aspect of this simulation is the realism of the characters and their behavior. This thesis specifically focuses on the strategy and experience of designing and developing realistic human character models and animations so that the players connect naturally and deeply with the virtual characters. This contributes to the generation of a greater level of empathy in the providers and decreases the level of biases. In addition to its contribution to creating efficient design methodologies, this effort also resulted in a portfolio of high-quality, low-memory multi-modal avatars resembling diverse people of various ethnicities, ages, body types, and gender

    Performance Through an Avatar: Exploring Affect and Ideology Through Narrative in Videogames

    Get PDF
    Videogames are a major source of popular cultural narratives surpassing even Hollywood films. Videogames, however, cast the player as the active agent within the narrative as opposed to film, television, and traditional theatre where the separation between performer and audience is clearly demarcated. This dissertation investigates the affective potential of videogames realized through the relationship of the player and the avatar within the game world. Specifically, I look at the avatar as an affective conduit for the player, how the feedback between the player and avatar creates a cybernetic relationship, how this relationship changes the player, and how this change potentially augments the players interpretation of realityvirtual and otherwise. It is through this changed (and augmented) interpretation of reality that socio/political ideological meaningsintentional or notmay be absorbed by the player. Ethnographic research conducted with six volunteer participants combined with my own autoethnographic research into several recent popular videogames is intersected with theories of affect, embodiment, and ideology. My findings suggest that experience with the virtual realities of game worlds is one step removed from actual experience. Since videogames are composed of representations, the ideological positions embedded within those representations are not simply presented and understood like traditional theatre, film, and television, but are embodied by the player through the avatar as (nearly direct) experience. Theatre, film, and television have rich critical histories and this study of the players performance through the avatar as an affective conduit and receiver/transmitter of ideology joins the growing critical body of work regarding the newer storytelling medium of videogames
    • 

    corecore