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  • 1.
    Berg, Lars-Erik
    University of Skövde, School of Technology and Society.
    Aspects of Identification in Computer Gaming2008In: Human IT, ISSN 1402-1501, E-ISSN 1402-151X, Vol. 9, no 3, p. 37-61Article in journal (Other academic)
    Abstract [en]

    This article relates computer gaming to the social psychology of identity, focusing the notion that identity construction has a reflected character not only in virtual reality but also in real life. This gives a tight correspondence between the two, although the screen construction of identity goes on in greater independence of real other persons. Gaming has the trait that it contracts several events at one point in space and time. This provides for two extremes of identification: functional and existential identification, which are tightly coupled in gaming, but also for the element of meaning creation in gaming, where the step from concrete action to mental act is short, as well as for the processes of anticipatory identification that are found in it. This gives a high emotional intensity to it. The analysis is based on a theoretical sketch of stages in the act, building on the work of G. H. Mead.

  • 2.
    Rambusch, Jana
    et al.
    University of Skövde, School of Humanities and Informatics. University of Skövde, The Informatics Research Centre.
    Susi, Tarja
    University of Skövde, School of Humanities and Informatics. University of Skövde, The Informatics Research Centre.
    The Challenge of Managing Affordances in Computer Game Play2008In: Human IT, ISSN 1402-1501, E-ISSN 1402-151X, Vol. 9, no 3, p. 83-109Article in journal (Refereed)
    Abstract [en]

    This paper discusses affordance with respect to computer games and game play activity. The game environment, with its complex and seemingly multiple affordances, presents a challenge, for players as well as researchers, since it consists of two worlds: the virtual and the real one. For games to be played successfully, affordances of both worlds need to be integrated. However, since Gibson’s The Ecological Approach to Visual Perception (1986), numerous different opinions on what constitutes an affordance have appeared, most of them deviating from the original Gibsonian conceptualisation. This has lead to confusion and misunderstandings among researchers, and is now also spreading into computer games research. This paper aims to raise awareness of what the affordance concept can, and cannot, explain and of the fact that some of the possible actions perceived by a player in a game also are rooted in socio-cultural conventions and the player’s experience of having a body.

  • 3.
    Wilhelmsson, Ulf
    University of Skövde, School of Humanities and Informatics.
    Roger Caillois ur en narratologs perspektiv2008In: Human IT, ISSN 1402-1501, E-ISSN 1402-151X, Vol. 9, no 3, p. 110-127Article in journal (Refereed)
    Abstract [en]

    The classic work Les jeux et les hommes (2001/1958) by the French sociologist Roger Caillois is put in analytical relation to the fields of narratology and dramaturgy, mainly by a comparison to some thoughts and ideas in Mats Ödeen´s Dramatiskt berättande (1988). The purpose is to highlight in what way Caillois´s theory can be applied to the study of narratives and to identify analogies between narrations and games. The emphasis of the article is on a description of narratives bases on Caillois´s concept of game. Caillois´s six criteria for game and play as process and phenomenon are systematically investigated: voluntarity, separation in time and space from ordinary life, unpredictability, improductivity, regulated by rules, and fictional. The article concludes that these parameters are valid definitional criteria for narratives as well.

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