A Framework of Player Objects in Virtual Environments


Willumsen Ea Christina
2020 DiGRA ’20 – Proceedings of the 2020 DiGRA International Conference: Play Everywhere

Based on data gathered from an analysis of 99 digital single-player games, this paper presents a framework named the PO-VE model for analysing player objects in virtual environments. Player objects are understood as objects integrated in the virtual environment which constitute the player’s point of control and thus frame their actions in the game system. A necessary distinction is made between player object and the presentation of characterisation, separating the notion of “character” from player object, which yields certain analytical benefits. The PO-VE model, which consists of 16 different categories and thus provides a high-granularity analysis tool, is presented using two primary examples from the data set – The Witcher III: Wild Hunt and VVVVVV – and discussed in relation to its potential applications, limitations, and contributions to the more theoretical domain of game studies.

 

Effects of Game Design Features on Player-Avatar Relationships and Motivation for Buying Decorative Virtual Items


Wang Hao Ruan Yu-Chun Hsu Sheng-Yi Sun Chun-Tsai
2019 DiGRA '19 - Proceedings of the 2019 DiGRA International Conference: Game, Play and the Emerging Ludo-Mix

Many online game players are developing strong psychological attachments with the avatars they use for gameplay. Player-avatar relationships can affect gaming experiences in terms of enjoyment, immersion, and virtual character identity, among other factors. For this study we tested various propositions regarding the effects of game design features on player-avatar relationships, and the effects of those relationships on decorative virtual item consumption motivation. Participants recruited from 15 online game forums were asked to complete two questionnaires on these topics. Our results indicate significant correlations between player-avatar relationships and both game design features (e.g., death penalties and pet systems) and decorative item consumption motivation. Our results offer insights into how game designers can, to some extent, manage player-avatar relationships by fine-tuning design features, perhaps facilitating marketing objectives in the process.

 

Ethics at Play in Undertale: Rhetoric, Identity and Deconstruction


Seraphine Frederic
2018 DiGRA '18 - Proceedings of the 2018 DiGRA International Conference: The Game is the Message

This paper focuses on the effect of ethical – and unethical – actions of the player on their perception of the self towards game characters within Toby Fox’s (2015) independent Role Playing Game (RPG) Undertale, a game often perceived as a pacifist text. With a focus on the notions of guilt and responsibility in mind, a survey with 560 participants from the Undertale fandom was conducted, and thousands of YouTube comments were scraped to better understand how the audience who watched or played the different routes of the game, refer to its characters. Through the joint analysis of the game’s semiotics, survey data, and data scraping, this paper argues that, beyond the rhetorical nature of its story, Undertale is operating a deconstruction of the RPG genre and is harnessing the emotional power of gameplay to evoke thoughts about responsibility and raise the player’s awareness about violence and its consequences.

 

Modeling the Semiotic Structure of Game Characters


Vella Daniel
2014 DiGRA '14 - Proceedings of the 2014 DiGRA International Conference

When game studies has tackled the player-character, it has tended to do so by means of an oppositon to the notion of the avatar, with the result that the ontological and semiotic nature of the character in itself has not been given due attention. This paper draws on understandings of character from the fields of narratology and literary theory to highlight the double-layered ontology of character as both a possible individual and as a semiotic construction. Uri Margolin’s narratological model of character signification is used as the basis for developing a semiotic-structural model of the player-character that addresses its specific medialities and formal nature – a task which is performed through illustrative close examinations of the player-characters in The Last of Us (Naughty Dog 2013) and Gone Home (The Fullbright Company 2013).

 

Player and Figure: An Analysis of a Scene in Kentucky Route Zero


Vella Daniel
2014 DiGRA Nordic '14: Proceedings of the 2014 International DiGRA Nordic Conference

Discussions of the relation between the player and the figure under her control have identified a duality between the figure as ‘avatar’ and ‘character’. This paper argues that two separate dualities are being conflated: an ontological duality in the figure, by which it is both self and other for the player, and a duality in the player’s relation to it, which can be both subjective and objective. This insight is used as the basis for developing a two-axis model that identifies four aspects to the player-figure relation. This model is then put to work on a close analysis of a scene in Kentucky Route Zero (Cardboard Computer 2013), which will serve to demonstrate the dimensions of the player-figure relation.