2 research outputs found

    Humour in Video Games: Play, Comedy, and Mischief

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    Tämä opinnäytetyö tutkii, kuinka huumoria käytetään ei-abstrakteissa videopeleissä keskittyen pelaajan agenssiin ja emergenttiin huumoriin. Pelien humoristisia ominaisuuksia analysoidaan pohjaten elokuvakomediatekniikkoihin ja kolmeen tärkeimpään huumoriteoriaan: inkongruenssi-, ylemmyys- ja huojennusteoriaan. Humoristisia hetkiä käsitellään tarkemmin pelimekaniikoiden, hahmojen ja pelimaailman näkökulmasta ja asettamalla erilliset elementit narratiivien muodostuksen ja pelaajien käytöksen viitekehyksiin. Tulee ilmi, että pelaajan rooli tietyissä huumorityypeissä eroaa ei-interaktiivisesta mediasta: pelaajat voivat joko aiheuttaa humoristisia hetkiä tai joutua niiden uhreiksi. Pelaajan panoksen salliminen myös ennalta kirjoitetuissa tapahtumasarjoissa tekee kokemuksesta henkilökohtaisen. Hahmot, pelimaailma ja erityisesti pelimekaniikat tarjoavat tapoja luoda emergenttiä huumoria etenkin, kun narratiivi ja pelattavat elementit nivoutuvat yhteen, ja pelaajien yllättäminen on tehokasta luodessa sekä emergenttiä että käsikirjoitettua huumoria. Huumorin kautta voi koetella sosiaalisia sääntöjä pelaajien ja pelaajan ja suunnittelijan välillä. Todetaan, että pelien ainutlaatuisissa ominaisuuksissa on huumorin kohdalla vielä käyttämätöntä potentiaalia ja että pelaajan rooli on avain sen hyödyntämiseen.This thesis studies how humour is used in non-abstract video games, focusing on the player’s agency and emergent humour. Humorous qualities of games are analysed in light of film comedy techniques and the main three theories of humour: incongruity, superiority, and relief. Instances of humour are further examined through game mechanics, characters, and the game world, and by putting the single elements into the larger contexts of building narratives and player behaviour. It is found that the player’s role in certain types of humour differs from non-interactive media: players can either initiate humorous instances or become their victims. Allowing for the player’s input even in scripted sequences personalises the experience. Characters, the game world, and especially game mechanics offer ways to create emergent humour, particularly when the narrative is fused with the gameplay, and surprising the players is effective for eliciting both emergent and scripted humour. Humour can be used to push the boundaries of social contracts between players and the player and the designer. It is suggested that the unique features of games are not currently used to their full extent when it comes to humour, and the role of the player is the key into taking advantage of them

    Video Gaming: The Sociology of a Lifeworld

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    This thesis contributes to contemporary sociological debates about video games and video gaming by building upon the works of game theorists such as Eskelinen and Tronstad (2003), Juul (2001), Taylor (2006) and Thornham (2011) that explore the interactive and participatory nature of the pursuit. The data within, derived from an empirical study involving focus groups, interviews, observation and analyses of games and gaming practices and participant observation amongst communities of video gamers is analysed using theories and theoretical frameworks from film and audience studies, classical sociology (in particular Durkheim) and the sociology of sport. Emanating from the data video gaming is revealed to be an ‘organised sport played in a domestic environment’ in terms of embodied practice, conduct and sentiment. The prioritising of agency over structure in data analysis reveals multiple multisensory social practices that encourage engagement with the medium and create, maintain and develop a vibrant and constantly evolving video game lifeworld. Using the ‘career’ of the video gamer, as a conceptual framework, this thesis brings to the fore the masculinity and masculine social practices central to the video gaming lifeworld, and the multisensory social practices through which heterogeneous video gamers (from occasional lone gamers to fully immersed MMORPG enthusiasts) actively immerse themselves into, build, maintain and develop the video game lifeworld. A lifeworld wherein gamers develop their motivations to play and keep playing video games consequent to rewarding performances and interactions with other participants. Key Words: video games - addiction - ‘passive consumer’ – empirical – multisensory – ‘career’ – social practices – active - lone gamer – MMORPG – lifeworl
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