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.

 

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.

 

The Spontaneous Playfulness of Creativity: Lessons from Interactive Theatre for Digital Games


Shyba Lori M.
2007 DiGRA '07 - Proceedings of the 2007 DiGRA International Conference: Situated Play

This paper maintains that the practice and theories of improvisational and activist theatre can infuse interactive computer games with spontaneous, playful creativity. This playfulness can inspire not only character, relationship and social issue possibilities in the digital game development, but can also tease out creative ideas through live improvisational gameplay among development teams. Working from the premise that computer games are both a unique art form and an experiential way to rehearse social change, this paper suggests novel ways of drawing on the games and artistry of Stephen Nachmanovich, Ruth Zaporah, Uta Hagen, and Keith Johnstone, and the activism of Augusto Boal, David Diamond, and Richard Rohd to enhance computer gameplay experience. It also makes a call to action for kinaesthetic involvement in live gameplay, because getting up and trying the games is better than just reading about them.

 

Stepping Back: Players as Active Participators


Nitsche Michael Thomas Maureen
2003 DiGRA '03 - Proceedings of the 2003 DiGRA International Conference: Level Up

Instead of confining the player to a single role, the active participator model positions the player in a more flexible position towards the fictional gameworld: involved and immersed in its various events without being limited to one role. The research project Common Tales explores this model in a serial game structure that stages the flexible relationship between the two game heroes. Players can change controls from one character to the other, guiding them through their adventures, and shaping their relationship with each other. Enabled through interactive functionality and expressed though cinematic mediation and spatial organisation, the character-driven gameworld engages the player as the central addressee and originator at the same time.

 

Player-Character Dynamics in Multi-Player Role Playing Games


Tychsen Anders McIlwain Doris Brolund Thea Hitchens Michael
2007 DiGRA '07 - Proceedings of the 2007 DiGRA International Conference: Situated Play

This paper presents the results of a comprehensive empirical study of the impact of integrating complex game characters in multi-player Role Playing Games across tabletop and digital formats. Players were provided with characters that had detailed background history, personality and goals. Player and character personality were assessed using the Extended Personal Attributes Questionnaire (EPAQ) and further questionnaires administered to measure player enjoyment and the player-character relationship. Results include a high level of player enjoyment across all formats, a high correlation between enjoyment and player engagement with their character and no correlation between enjoyment and similarity between player and character personality.