SlideShare ist ein Scribd-Unternehmen logo
My Avatar and Me
Toward a Cognitive Theory of Game Characters
Felix Schröter, University of Hamburg
felix.schroeter@uni-hamburg.de
Conference "Games, Cognition, and Emotion"
July 5-6, 2013, University of Hamburg
Introduction
http://www.feministfrequency.com/wp-content/uploads/2012/05/Tropes-vs-videogames.jpg
Introduction
http://www.youtube.com/watch?v=MUMOHSL53L8
Introduction
4
Introduction
How can we systematically analyze game characters?
Introduction
How can we systematically analyze game characters?
How do players perceive game characters?
How can these categories inform the development of a heuristic
model for game characters analysis?
Why Cognitive Film Studies?
Why Cognitive Film Studies?
• Ecological models of CFS are universal.
Why Cognitive Film Studies?
• Ecological models of CFS are universal.
• Many models of CFS can tackle the video game‘s interactivity.
Why Cognitive Film Studies?
10
Grodal 2009: 147
Why Cognitive Film Studies?
• Ecological models of CFS are universal.
• Many models of CFS can tackle the video game‘s interactivity.
• CFS can help explain character engagement and emotions.
Why Cognitive Film Studies?
• Ecological models of CFS are universal.
• Many models of CFS can tackle the video game‘s interactivity.
• CFS can help explain character engagement and emotions.
• CFS models simplify and categorize character perception.
Why Cognitive Film Studies?
• Ecological models of CFS are universal.
• Many models of CFS can tackle the video game‘s interactivity.
• CFS can help explain character engagement and emotions.
• CFS models simplify and categorize character perception.
„That‘s just what I do!“
Game
Designer
Why Cognitive Film Studies?
• Ecological models of CFS are universal.
• Many models of CFS can tackle the video game‘s interactivity.
• CFS can help explain character engagement and emotions.
• CFS models simplify and categorize character perception.
Why Cognitive Film Studies?
• Games & emotions: Frome 2006, Grodal 2003, Perron 2012
• Games & embodiment: Gregersen 2008, Gregersen/Grodal 2009
• Gameplay patterns: Lindley/Sennersten 2008, Betts 2011
• Game design: Lankoski 2010, Isbister 2006
Cognitive approaches to video games:
Toward a Cognitive Theory of Game Characters
Toward a Cognitive Theory of Game Characters
basic
perception
• no object
recognition
• color, sound,
movement,
contrast
arousal,
affective
responses
cf. Grodal 1997; Persson 2003; Eder 2008
Toward a Cognitive Theory of Game Characters
object recognition,
memory matching
basic
perception
• no object
recognition
• color, sound,
movement,
contrast
,person‘
emotional
associations
arousal,
affective
responses
• object recognition
• association,
activation of
long-term memory
cf. Grodal 1997; Persson 2003; Eder 2008
17
Dead Island (Techland/Deep Silver 2010)
Toward a Cognitive Theory of Game Characters
object recognition,
memory matching
basic
perception
mental character
models
• no object
recognition
• color, sound,
movement,
contrast
,character‘,person‘
emotional
associations
arousal,
affective
responses
fiction emotions
• object recognition
• association,
activation of
long-term memory
• situation and
character models
• temporal and
causal relations
cf. Grodal 1997; Persson 2003; Eder 2008
Toward a Cognitive Theory of Game Characters
object recognition,
memory matching
more complex
representations
basic
perception
mental character
models
• no object
recognition
• color, sound,
movement,
contrast
,character‘,person‘
emotional
associations
artifact emotions,
,meta emotions‘, ...
arousal,
affective
responses
fiction emotions
• object recognition
• association,
activation of
long-term memory
• situation and
character models
• temporal and
causal relations
• symbolic interpretation
• reflection on
production and
reception contexts
cf. Grodal 1997; Persson 2003; Eder 2008
Toward a Cognitive Theory of Game Characters
object recognition,
memory matching
basic
perception
mental character
models
• no object
recognition
• color, sound,
movement,
contrast
,character‘,person‘
emotional
associations
artifact emotions,
,meta emotions‘, ...
arousal,
affective
responses
fiction emotions
• object recognition
• association,
activation of
long-term memory
• situation and
character models
• temporal and
causal relations
more complex
representations
• symbolic interpretation
• reflection on
production and
reception contexts
Toward a Cognitive Theory of Game Characters
© 2008 sean dreilinger, www.flickr.com
Toward a Cognitive Theory of Game Characters
• Gary Alan Fine (1983): Shared
Fantasy. Role-Playing Games
as Social Worlds
Toward a Cognitive Theory of Game Characters
• Gary Alan Fine (1983): Shared
Fantasy. Role-Playing Games
as Social Worlds
primary frame (reality)
social context
Toward a Cognitive Theory of Game Characters
• Gary Alan Fine (1983): Shared
Fantasy. Role-Playing Games
as Social Worlds
primary frame (reality)
social context
game frame
(game context)
rules, goals
Toward a Cognitive Theory of Game Characters
• Gary Alan Fine (1983): Shared
Fantasy. Role-Playing Games
as Social Worlds
primary frame (reality)
social context
fictional frame
(socio-dramatic frame)
rules of the fictional
world, make-believekeying
game frame
(game context)
rules, goals
Toward a Cognitive Theory of Game Characters
Salen/Zimmerman 2004
Ermi/Mäyrä 2005
Linderoth 2005
Lindley/Sennersten 2008
Thon 2008
Ekman/Lankoski 2009
Calleja 2011
Perron 2012
character player person
imaginative immersion
challenge-based
immersion
---
fictive character equipment presentation of self
story schemas gameplay schemas ---
narrative Immersion ludic immersion social immersion
narrative comprehension goal-driven evaluation ---
narrative involvement ludic involvement shared involvement
fiction emotions gameplay emotions ---
„Three-fold framing of player consciousness“ (Salen/Zimmerman 2004):
Toward a Cognitive Theory of Game Characters
Three modes of experiencing game characters:
Characters as...
mental models
consist of...
prevalent cognitive
processes
prevalent emotions
fictional beings
body, mind, sociality
of a fictional character
narrative comprehension
fiction emotions
narrative mode
Toward a Cognitive Theory of Game Characters
Three modes of experiencing game characters:
Characters as...
mental models
consist of...
prevalent cognitive
processes
prevalent emotions
fictional beings game pieces
body, mind, sociality
of a fictional character
game mechanics,
‘ludic‘ properties,
character-related goals
narrative comprehension
goal-driven evaluation,
problem-solving,
strategic planning
fiction emotions gameplay emotions
narrative mode ludic mode
Toward a Cognitive Theory of Game Characters
Three modes of experiencing game characters:
Characters as...
mental models
consist of...
prevalent cognitive
processes
prevalent emotions
fictional beings game pieces avatars
body, mind, sociality
of a fictional character
game mechanics,
‘ludic‘ properties,
character-related goals
‘social‘ attributes of avatar/
player, real-life interactions
narrative comprehension
goal-driven evaluation,
problem-solving,
strategic planning
mentalizing,
social attribution
fiction emotions gameplay emotions ‘social‘ emotions
narrative mode ludic mode communicative mode
Toward a Cognitive Theory of Game Characters
object recognition,
memory matching
basic
perception
mental character
models
• no object
recognition
• color, sound,
movement,
contrast
,character‘,person‘
emotional
associations
artifact emotions,
,meta emotions‘, ...
arousal,
affective
responses
fiction emotions
• object recognition
• association,
activation of
long-term memory
• situation and
character models
• temporal and
causal relations
more complex
representations
• symbolic interpretation
• reflection on
production and
reception contexts
gameplay
emotions
Toward a Cognitive Theory of Game Characters
objectrecognition,
memorymatching
basic
perception
mental character models
,character‘
,person‘
emotional
associations
artifact
emotions,
,meta
emotions‘,
...
arousal,affective
responses
fiction
emotions
morecomplex
representations
fictional being
game piece
avatar
‘social‘
emotions
A Heuristic Model for Game Character Analysis
aesthetics of the game/
character: music, sound,
colors, shapes, contrast,
movement, controller
feedback, ...
body, mind, sociality
rules,
character-related goals,
interaction structures
'social' properties of player/
avatar, patterns of
communication/interaction
motifs,
metaphors,
themes,
pragmatic
contexts...
connected to
each character
aspect?
object recognition,
memory matching
basic
perception
mental character models
more complex
representations
fictional being
game piece
avatar
A Heuristic Model for Game Character Analysis
Aesthetics of the game/
character: music, sound,
colors, shapes, contrast,
movement, controller
feedback, ...
body, mind, sociality
rules,
character-related goals,
interaction structures
'social' properties of player/
avatar, patterns of
communication/interaction
object recognition,
memory matching
basic
perception
mental character models
more complex
representations
game piece
avatar
Limbo (Playdead/Microsoft 2010)
A Heuristic Model for Game Character Analysis
aesthetics of the game/
character: music, sound,
colors, shapes, contrast,
movement, controller
feedback, ...
body, mind, sociality
rules,
character-related goals,
interaction structures
'social' properties of player/
avatar, patterns of
communication/interaction
object recognition,
memory matching
basic
perception
mental character models
more complex
representations
fictional being
game piece
avatar
motifs,
metaphors,
themes,
pragmatic
contexts...
connected to
each character
aspect?
A Heuristic Model for Game Character Analysis
Aesthetics of the game/
character: music, sound,
colors, shapes, contrast,
movement, controller
feedback, ...
body, mind, sociality
rules,
character-related goals,
interaction structures
object recognition,
memory matching
basic
perception
more complex
representations
September 12th (newsgaming.com 2003)
motifs,
metaphors,
themes,
pragmatic
contexts...
connected to
each character
aspect?
Putting the Model to Use
game analysis
media effects
research
game design
Putting the Model to Use: Game Analysis
• Example: How to analyze Menschenbilder ('images of human
nature') in video games?
Putting the Model to Use: Game Analysis
• Example: How to analyze Menschenbilder ('images of human
nature') in video games?
Deus Ex: Human
Revolution (2011)
Putting the Model to Use: Game Analysis
• Example: How to analyze Menschenbilder ('images of human
nature') in video games?
Deus Ex: Human
Revolution (2011)
The Last of Us
(2013)
Putting the Model to Use: Game Analysis
• Example: How to analyze Menschenbilder ('images of human
nature') in video games?
Deus Ex: Human
Revolution (2011)
The Last of Us
(2013)
Bioshock (2007)
Putting the Model to Use: Game Analysis
• Example: How to analyze Menschenbilder ('images of human
nature') in video games?
Deus Ex: Human
Revolution (2011)
Putting the Model to Use: Game Analysis
• Example: How to analyze Menschenbilder ('images of human
nature') in video games?
Deus Ex: Human
Revolution (2011)
Putting the Model to Use: Media Effects
• Example: cultivation effects and content analysis
Putting the Model to Use: Media Effects
• Example: cultivation effects and content analysis
Jansz/Martis 2003
Putting the Model to Use: Media Effects
• Example: cultivation effects and content analysis
Grimes 2003
Jansz/Martis 2003
Putting the Model to Use: Media Effects
• Example: cultivation effects and content analysis
Grimes 2003
Jansz/Martis 2003
Lachlan et al. 2005
Putting the Model to Use: Media Effects
• Example: cultivation effects and content analysis
Grimes 2003
Jansz/Martis 2003
Lachlan et al. 2005
Thompson/
Haninger 2001
Putting the Model to Use: Media Effects
• Example: cultivation effects and content analysis
Grimes 2003
Jansz/Martis 2003
Lachlan et al. 2005
Malliet 2007
Thompson/
Haninger 2001
Putting the Model to Use: Game Design
• Example: eliciting emotions in game design
gameplay
emotions
emotional
associations
artifact emotions,
,meta emotions‘, ...
arousal,
affective
responses
fiction
emotions
‘social‘
emotions
Putting the Model to Use: Game Design
• Example: eliciting emotions in game design
gameplay
emotions
emotional
associations
arousal,
affective
responses
fiction
emotions
‘social‘
emotions
Putting the Model to Use: Game Design
Solarski
2012
gameplay
emotions
emotional
associations
arousal,
affective
responses
fiction
emotions
Putting the Model to Use: Game Design
Moore
2011
Team Fortress 2 (2007)
gameplay
emotions
emotional
associations
arousal,
affective
responses
fiction
emotions
Putting the Model to Use: Game Design
artifact emotions,
,meta emotions‘, ...
The Last of Us (2013)
Summary
• CFS can by adapted for a cognitive theory of game characters.
• Such a theory can inform the categories of game character analysis.
• The „three-fold framing of player consciousness“ is a useful heuristic
concept.
References
• Betts, Tom (2011): "Pattern Recognition:
Gameplay as Negotiating Procedural Form". In:
Proceedings of Digra 2011 Conference: Think
Design Play.
• Calleja, Gordon (2011): In-Game. From Immersion
to Incorporation. Cambridge, MA, London: MIT
Press.
• Eder, Jens (2008): Die Figur im Spiel. Marburg:
Schüren.
• Ekman, Ingmer / Lankoski, Petri (2009): "Hair-
Raising Entertainment. Emotions, Sound, and
Structure in Silent Hill 2 and Fatal Frame". In:
Perron, Bernard (Ed.): Horror Video Games.
Essays on the Fusion of Fear and Play. Jefferson,
NC, London: McFarland & Co., pp. 181–199.
• Ermi, Laura; Mäyrä, Frans (2005): "Fundamental
Components of the Gameplay Experience.
Analysing Immersion." In: Proceedings of DiGRA
2005 Conference: Changing Views – Worlds in
Play. Online: http://www.digra.org/dl/db/
06276.41516.pdf.
• Fine, Gary A. (1983): Shared Fantasy. Role-
Playing Games as Social Worlds. Chicago, IL,
London: The University of Chicago Press.
• Frome, Jonathan (2006): Why Films Make Us Cry
But Video Games Don’t: Emotions in Traditional
and Interactive Media. Madison, WI, University of
Wisconsin-Madison, dissertation.
• Gregersen, Andreas L. (2008): Core Cognition and
Embodied Agency in Gaming: Towards a
Framework for Analysing Structure and Function of
Computer Games. Kopenhagen, Kobenhavns
Universitet, dissertation.
• Gregersen, Andreas L. / Grodal, Torben (2009):
"Embodiment and Interface". In: Perron, Bernard /
Wolf, Mark J. P. (Eds.): The Video Game Theory
Reader 2. New York, NY: Routledge, pp. 65–83.
55
• Grimes, Sara M. (2003): „,You Shoot Like A
Girl!‘: The Female Protagonist Action-
Adventure Video Games“. In: Level Up
Conference Proceedings, Utrecht: University of
Utrecht. Online: http://www.digra.org/dl/db/
05150.01496.pdf.
• Grodal, Torben (1997): Moving Pictures: A New
Theory of Film Genres, Feelings, and
Cognition. Oxford: Clarendon Press.
• Grodal, Torben (2003): "Stories for Eye, Ear,
and Muscles: Video Games, Media, and
Embodied Experiences". In: Wolf, Mark J. P. /
Perron, Bernard (Eds.): The Video Game
Theory Reader. New York, NY: Routledge, pp.
129–155.
• Grodal, Torben (2009): Embodied Visions:
Evolution, Emotion, Culture, and Film. New
York, NY: Oxford University Press.
• Isbister, Katherine (2006): Better Game
Characters by Design. A Psychological
Approach. San Francisco: Morgan Kaufmann
Publishers.
• Jansz, Jereon / Martis, Raynel (2003): „The
representation of gender and ethnicity in digital
interactive games“. In: Level up: Digital games
research conference. Utrecht: Utrecht
University, pp. 260–269.
• Lachlan, Kenneth / Smith, Stacy / Tamborini,
Ron (2005): „Models for Aggressive Behavior:
The Attributes of Violent Characters in Popular
Video Games“. In: Communication Studies, Vl.
56, No. 4, pp. 313–329.
• Lankoski, Petri (2010): Character-Driven Game
Design. A Design Approach and Its
Foundations in Character Engagement. Online:
https://www.taik.fi/kirjakauppa/ images/
05b242aa4f26a8e03f8499599462f5f2.pdf.
• Lindley, Craig A. / Sennersten, Charlotte C. (2008):
"Game Play Schemas. From Player Analysis to
Adaptive Game Mechanics". In: International
Journal of Computer Games Technology 2008, pp.
1–7. Online: http://downloads.hindawi.com/
journals/ijcgt/2008/216784.pdf.
• Moore, Christopher (2011): "Hats of Affect: A Study
of Affect, Achievements and Hats in Team Fortress
2". In: Game Studies 11 (2011), Nr. 1. Online:
http://gamestudies.org/1101/articles/moore.
• Perron, Bernard (2012): Silent Hill. The Terror
Engine. Ann Arbor, MI: University of Michigan
Press.
• Persson, Per (2003): Understanding Cinema. A
Psychological Theory of Moving Imagery.
Cambridge u.a. : Cambridge University Press.
• Salen, Katie / Zimmerman, Eric (2004): Rules of
Play. Game Design Fundamentals. Cambridge,
MA, London: MIT Press.
• Solarski, Chris (2012): Drawing Basics and Video
Game Art. New York, NY: Watson-Guptill.
• Thompson, Kimberly M. / Haninger, Kevin (2001):
"Violence in E-Rated Video Games". In: Journal of
the American Medical Association, Vl. 286, No. 5,
pp. 591–598.
• Thon, Jan-Noël: "Immersion Revisited. On the
Value of a Contested Concept". In: Fernandez,
Amyris / Leino, Olli / Wirman, Hanna (eds.):
Extending Experiences. Structure, Analysis and
Design of Computer Game Player Experience.
Rovaniemi: Lapland University Press, pp. 29–43.
Thank you!
Felix Schröter
felix.schroter@uni-hamburg.de
@felixjs
www.felixschroeter.de
www.cognitivegamestudies.com
www.facebook.com/cognitivegamestudies

Weitere ähnliche Inhalte

Was ist angesagt?

JTEL2012 emotion and games in technology-enhanced learning
JTEL2012 emotion and games in technology-enhanced learningJTEL2012 emotion and games in technology-enhanced learning
JTEL2012 emotion and games in technology-enhanced learning
Kostas Karpouzis
 
"Narrative and Gameplay in Game Design" by Sherry Jones (Apr. 4, 2013)
"Narrative and Gameplay in Game Design" by Sherry Jones (Apr. 4, 2013)"Narrative and Gameplay in Game Design" by Sherry Jones (Apr. 4, 2013)
"Narrative and Gameplay in Game Design" by Sherry Jones (Apr. 4, 2013)
Sherry Jones
 
Ethics in Immersive Systems
Ethics in Immersive SystemsEthics in Immersive Systems
Ethics in Immersive Systems
Daniel Livingstone
 
"Epistemic Game Design for Collaborative Inquiry and Civic Engagement" by She...
"Epistemic Game Design for Collaborative Inquiry and Civic Engagement" by She..."Epistemic Game Design for Collaborative Inquiry and Civic Engagement" by She...
"Epistemic Game Design for Collaborative Inquiry and Civic Engagement" by She...
Sherry Jones
 
"The Metagame Book Club: Fostering a Community of Gaming Pracademics" by Sher...
"The Metagame Book Club: Fostering a Community of Gaming Pracademics" by Sher..."The Metagame Book Club: Fostering a Community of Gaming Pracademics" by Sher...
"The Metagame Book Club: Fostering a Community of Gaming Pracademics" by Sher...
Sherry Jones
 
2. initial plans (completed)
2. initial plans (completed)2. initial plans (completed)
2. initial plans (completed)
India-Rain Harrison
 
"Constructs of the Real and the Rhetoric of Games" by Sherry Jones (August 14...
"Constructs of the Real and the Rhetoric of Games" by Sherry Jones (August 14..."Constructs of the Real and the Rhetoric of Games" by Sherry Jones (August 14...
"Constructs of the Real and the Rhetoric of Games" by Sherry Jones (August 14...
Sherry Jones
 
Graphic styles and colour theory presentation
Graphic styles and colour theory presentationGraphic styles and colour theory presentation
Graphic styles and colour theory presentation
haverstockmedia
 
Analysing two games reviews
Analysing two games reviewsAnalysing two games reviews
Analysing two games reviews
airidascironka
 
Re-Tellings: The Fourth Layer of Narrative as an Instrument for Critique
Re-Tellings: The Fourth Layer of Narrative as an Instrument for CritiqueRe-Tellings: The Fourth Layer of Narrative as an Instrument for Critique
Re-Tellings: The Fourth Layer of Narrative as an Instrument for Critique
Mirjam Eladhari
 
This presentation will discuss all the different graphical
This presentation will discuss all the different graphicalThis presentation will discuss all the different graphical
This presentation will discuss all the different graphical
hadilasharif
 
finished power point of graphical styles
finished power point of graphical stylesfinished power point of graphical styles
finished power point of graphical styles
hadilasharif
 
Annotating a video game script dragon shard
Annotating a video game script  dragon shardAnnotating a video game script  dragon shard
Annotating a video game script dragon shard
mediageek5
 
Graphical styles
Graphical stylesGraphical styles
Graphical styles
haverstockmedia
 
Graphical styles
Graphical stylesGraphical styles
Graphical styles
haverstockmedia
 
Graphicstylesandcolourtheorypresentation 140120164835-phpapp01
Graphicstylesandcolourtheorypresentation 140120164835-phpapp01 Graphicstylesandcolourtheorypresentation 140120164835-phpapp01
Graphicstylesandcolourtheorypresentation 140120164835-phpapp01
haverstockmedia
 
Games:EDU:08 South: Jonathan Blow
Games:EDU:08 South: Jonathan BlowGames:EDU:08 South: Jonathan Blow
Games:EDU:08 South: Jonathan Blow
pixellab
 
Narratives in Contemporary Games
Narratives in Contemporary Games Narratives in Contemporary Games
Narratives in Contemporary Games
Christian Bokhove
 
Thesis Documentation
Thesis DocumentationThesis Documentation
Thesis Documentation
Kaitlyn Harris
 
"The Perspective Game: An Epistemic Game for Civic Engagement" by Sherry Jone...
"The Perspective Game: An Epistemic Game for Civic Engagement" by Sherry Jone..."The Perspective Game: An Epistemic Game for Civic Engagement" by Sherry Jone...
"The Perspective Game: An Epistemic Game for Civic Engagement" by Sherry Jone...
Sherry Jones
 

Was ist angesagt? (20)

JTEL2012 emotion and games in technology-enhanced learning
JTEL2012 emotion and games in technology-enhanced learningJTEL2012 emotion and games in technology-enhanced learning
JTEL2012 emotion and games in technology-enhanced learning
 
"Narrative and Gameplay in Game Design" by Sherry Jones (Apr. 4, 2013)
"Narrative and Gameplay in Game Design" by Sherry Jones (Apr. 4, 2013)"Narrative and Gameplay in Game Design" by Sherry Jones (Apr. 4, 2013)
"Narrative and Gameplay in Game Design" by Sherry Jones (Apr. 4, 2013)
 
Ethics in Immersive Systems
Ethics in Immersive SystemsEthics in Immersive Systems
Ethics in Immersive Systems
 
"Epistemic Game Design for Collaborative Inquiry and Civic Engagement" by She...
"Epistemic Game Design for Collaborative Inquiry and Civic Engagement" by She..."Epistemic Game Design for Collaborative Inquiry and Civic Engagement" by She...
"Epistemic Game Design for Collaborative Inquiry and Civic Engagement" by She...
 
"The Metagame Book Club: Fostering a Community of Gaming Pracademics" by Sher...
"The Metagame Book Club: Fostering a Community of Gaming Pracademics" by Sher..."The Metagame Book Club: Fostering a Community of Gaming Pracademics" by Sher...
"The Metagame Book Club: Fostering a Community of Gaming Pracademics" by Sher...
 
2. initial plans (completed)
2. initial plans (completed)2. initial plans (completed)
2. initial plans (completed)
 
"Constructs of the Real and the Rhetoric of Games" by Sherry Jones (August 14...
"Constructs of the Real and the Rhetoric of Games" by Sherry Jones (August 14..."Constructs of the Real and the Rhetoric of Games" by Sherry Jones (August 14...
"Constructs of the Real and the Rhetoric of Games" by Sherry Jones (August 14...
 
Graphic styles and colour theory presentation
Graphic styles and colour theory presentationGraphic styles and colour theory presentation
Graphic styles and colour theory presentation
 
Analysing two games reviews
Analysing two games reviewsAnalysing two games reviews
Analysing two games reviews
 
Re-Tellings: The Fourth Layer of Narrative as an Instrument for Critique
Re-Tellings: The Fourth Layer of Narrative as an Instrument for CritiqueRe-Tellings: The Fourth Layer of Narrative as an Instrument for Critique
Re-Tellings: The Fourth Layer of Narrative as an Instrument for Critique
 
This presentation will discuss all the different graphical
This presentation will discuss all the different graphicalThis presentation will discuss all the different graphical
This presentation will discuss all the different graphical
 
finished power point of graphical styles
finished power point of graphical stylesfinished power point of graphical styles
finished power point of graphical styles
 
Annotating a video game script dragon shard
Annotating a video game script  dragon shardAnnotating a video game script  dragon shard
Annotating a video game script dragon shard
 
Graphical styles
Graphical stylesGraphical styles
Graphical styles
 
Graphical styles
Graphical stylesGraphical styles
Graphical styles
 
Graphicstylesandcolourtheorypresentation 140120164835-phpapp01
Graphicstylesandcolourtheorypresentation 140120164835-phpapp01 Graphicstylesandcolourtheorypresentation 140120164835-phpapp01
Graphicstylesandcolourtheorypresentation 140120164835-phpapp01
 
Games:EDU:08 South: Jonathan Blow
Games:EDU:08 South: Jonathan BlowGames:EDU:08 South: Jonathan Blow
Games:EDU:08 South: Jonathan Blow
 
Narratives in Contemporary Games
Narratives in Contemporary Games Narratives in Contemporary Games
Narratives in Contemporary Games
 
Thesis Documentation
Thesis DocumentationThesis Documentation
Thesis Documentation
 
"The Perspective Game: An Epistemic Game for Civic Engagement" by Sherry Jone...
"The Perspective Game: An Epistemic Game for Civic Engagement" by Sherry Jone..."The Perspective Game: An Epistemic Game for Civic Engagement" by Sherry Jone...
"The Perspective Game: An Epistemic Game for Civic Engagement" by Sherry Jone...
 

Ähnlich wie My Avatar and Me. Toward a Cognitive Theory of Game Characters

Identity in the Virtual World Presentation
Identity in the Virtual World PresentationIdentity in the Virtual World Presentation
Identity in the Virtual World Presentation
emmarhepburn
 
The role of ai in social games eladhari2011 uppsalauni
The role of ai in social games eladhari2011 uppsalauniThe role of ai in social games eladhari2011 uppsalauni
The role of ai in social games eladhari2011 uppsalauni
Mirjam Eladhari
 
Video games textual analysis
Video games textual analysisVideo games textual analysis
Video games textual analysis
hammonda
 
Designing for Creativity and Kindness in Games
Designing for Creativity and Kindness in GamesDesigning for Creativity and Kindness in Games
Designing for Creativity and Kindness in Games
Mirjam Eladhari
 
Story Design for Games as Experience/Emotional Design
Story Design for Games as Experience/Emotional DesignStory Design for Games as Experience/Emotional Design
Story Design for Games as Experience/Emotional Design
Aki Järvinen
 
Let's Play a Game - Learn Philosophy and Rhetoric via Digital Game-Based Lear...
Let's Play a Game - Learn Philosophy and Rhetoric via Digital Game-Based Lear...Let's Play a Game - Learn Philosophy and Rhetoric via Digital Game-Based Lear...
Let's Play a Game - Learn Philosophy and Rhetoric via Digital Game-Based Lear...
Sherry Jones
 
A multimodal discourse analysis of video games (toh weimin)
A multimodal discourse analysis of video games (toh weimin)A multimodal discourse analysis of video games (toh weimin)
A multimodal discourse analysis of video games (toh weimin)
Toh Weimin
 
Emotional Attachments for Story Construction in Virtual Game Wolds
Emotional Attachments for Story Construction in Virtual Game Wolds Emotional Attachments for Story Construction in Virtual Game Wolds
Emotional Attachments for Story Construction in Virtual Game Wolds
Mirjam Eladhari
 
Players Imbuing Meaning: Co-creation of Challenges in a prototype MMO
Players Imbuing Meaning: Co-creation of Challenges in a prototype MMOPlayers Imbuing Meaning: Co-creation of Challenges in a prototype MMO
Players Imbuing Meaning: Co-creation of Challenges in a prototype MMO
Mirjam Eladhari
 
Assessment 1- Short essayInstructionsEssay Topic U.docx
Assessment 1- Short essayInstructionsEssay Topic U.docxAssessment 1- Short essayInstructionsEssay Topic U.docx
Assessment 1- Short essayInstructionsEssay Topic U.docx
galerussel59292
 
Assessment 1- Short essayInstructionsEssay Topic .docx
Assessment 1- Short essayInstructionsEssay Topic .docxAssessment 1- Short essayInstructionsEssay Topic .docx
Assessment 1- Short essayInstructionsEssay Topic .docx
galerussel59292
 
4. proposal interactive (game)
4. proposal interactive (game)4. proposal interactive (game)
4. proposal interactive (game)
sean cawood
 
4. proposal(2)
4. proposal(2)4. proposal(2)
4. proposal(2)
seancawood2
 
Cultura patrimonio gamificacao comunicacao share
Cultura patrimonio gamificacao comunicacao shareCultura patrimonio gamificacao comunicacao share
Cultura patrimonio gamificacao comunicacao share
Alberto Signoretti
 
Cognitive intersections: Meeting Narrative, Semiotics, and Neuroscience in Vi...
Cognitive intersections: Meeting Narrative, Semiotics, and Neuroscience in Vi...Cognitive intersections: Meeting Narrative, Semiotics, and Neuroscience in Vi...
Cognitive intersections: Meeting Narrative, Semiotics, and Neuroscience in Vi...
Cody Mejeur
 
Without vision, you'd be blind - Mattia Traverso - Codemotion Amsterdam 2017
Without vision, you'd be blind - Mattia Traverso - Codemotion Amsterdam 2017Without vision, you'd be blind - Mattia Traverso - Codemotion Amsterdam 2017
Without vision, you'd be blind - Mattia Traverso - Codemotion Amsterdam 2017
Codemotion
 
Nordic Game 2007: Communities of Nurturing
Nordic Game 2007: Communities of NurturingNordic Game 2007: Communities of Nurturing
Nordic Game 2007: Communities of Nurturing
Aki Järvinen
 
E Lg Dev Learn Ils
E Lg Dev Learn IlsE Lg Dev Learn Ils
E Lg Dev Learn Ils
Jeff Johannigman
 
DevLearn ILS slides
DevLearn ILS slidesDevLearn ILS slides
DevLearn ILS slides
Jeff Johannigman
 
2019 dhdownunder game prototyping workshop
2019 dhdownunder game prototyping workshop2019 dhdownunder game prototyping workshop
2019 dhdownunder game prototyping workshop
University of South Australlia
 

Ähnlich wie My Avatar and Me. Toward a Cognitive Theory of Game Characters (20)

Identity in the Virtual World Presentation
Identity in the Virtual World PresentationIdentity in the Virtual World Presentation
Identity in the Virtual World Presentation
 
The role of ai in social games eladhari2011 uppsalauni
The role of ai in social games eladhari2011 uppsalauniThe role of ai in social games eladhari2011 uppsalauni
The role of ai in social games eladhari2011 uppsalauni
 
Video games textual analysis
Video games textual analysisVideo games textual analysis
Video games textual analysis
 
Designing for Creativity and Kindness in Games
Designing for Creativity and Kindness in GamesDesigning for Creativity and Kindness in Games
Designing for Creativity and Kindness in Games
 
Story Design for Games as Experience/Emotional Design
Story Design for Games as Experience/Emotional DesignStory Design for Games as Experience/Emotional Design
Story Design for Games as Experience/Emotional Design
 
Let's Play a Game - Learn Philosophy and Rhetoric via Digital Game-Based Lear...
Let's Play a Game - Learn Philosophy and Rhetoric via Digital Game-Based Lear...Let's Play a Game - Learn Philosophy and Rhetoric via Digital Game-Based Lear...
Let's Play a Game - Learn Philosophy and Rhetoric via Digital Game-Based Lear...
 
A multimodal discourse analysis of video games (toh weimin)
A multimodal discourse analysis of video games (toh weimin)A multimodal discourse analysis of video games (toh weimin)
A multimodal discourse analysis of video games (toh weimin)
 
Emotional Attachments for Story Construction in Virtual Game Wolds
Emotional Attachments for Story Construction in Virtual Game Wolds Emotional Attachments for Story Construction in Virtual Game Wolds
Emotional Attachments for Story Construction in Virtual Game Wolds
 
Players Imbuing Meaning: Co-creation of Challenges in a prototype MMO
Players Imbuing Meaning: Co-creation of Challenges in a prototype MMOPlayers Imbuing Meaning: Co-creation of Challenges in a prototype MMO
Players Imbuing Meaning: Co-creation of Challenges in a prototype MMO
 
Assessment 1- Short essayInstructionsEssay Topic U.docx
Assessment 1- Short essayInstructionsEssay Topic U.docxAssessment 1- Short essayInstructionsEssay Topic U.docx
Assessment 1- Short essayInstructionsEssay Topic U.docx
 
Assessment 1- Short essayInstructionsEssay Topic .docx
Assessment 1- Short essayInstructionsEssay Topic .docxAssessment 1- Short essayInstructionsEssay Topic .docx
Assessment 1- Short essayInstructionsEssay Topic .docx
 
4. proposal interactive (game)
4. proposal interactive (game)4. proposal interactive (game)
4. proposal interactive (game)
 
4. proposal(2)
4. proposal(2)4. proposal(2)
4. proposal(2)
 
Cultura patrimonio gamificacao comunicacao share
Cultura patrimonio gamificacao comunicacao shareCultura patrimonio gamificacao comunicacao share
Cultura patrimonio gamificacao comunicacao share
 
Cognitive intersections: Meeting Narrative, Semiotics, and Neuroscience in Vi...
Cognitive intersections: Meeting Narrative, Semiotics, and Neuroscience in Vi...Cognitive intersections: Meeting Narrative, Semiotics, and Neuroscience in Vi...
Cognitive intersections: Meeting Narrative, Semiotics, and Neuroscience in Vi...
 
Without vision, you'd be blind - Mattia Traverso - Codemotion Amsterdam 2017
Without vision, you'd be blind - Mattia Traverso - Codemotion Amsterdam 2017Without vision, you'd be blind - Mattia Traverso - Codemotion Amsterdam 2017
Without vision, you'd be blind - Mattia Traverso - Codemotion Amsterdam 2017
 
Nordic Game 2007: Communities of Nurturing
Nordic Game 2007: Communities of NurturingNordic Game 2007: Communities of Nurturing
Nordic Game 2007: Communities of Nurturing
 
E Lg Dev Learn Ils
E Lg Dev Learn IlsE Lg Dev Learn Ils
E Lg Dev Learn Ils
 
DevLearn ILS slides
DevLearn ILS slidesDevLearn ILS slides
DevLearn ILS slides
 
2019 dhdownunder game prototyping workshop
2019 dhdownunder game prototyping workshop2019 dhdownunder game prototyping workshop
2019 dhdownunder game prototyping workshop
 

Mehr von Felix Schröter

Multimodal Metaphors and Game Character Design
Multimodal Metaphors and Game Character DesignMultimodal Metaphors and Game Character Design
Multimodal Metaphors and Game Character Design
Felix Schröter
 
Game Studies und Psychoanalyse
Game Studies und PsychoanalyseGame Studies und Psychoanalyse
Game Studies und Psychoanalyse
Felix Schröter
 
'Just follow the meta, stupid!' Mathematische Spieltheorie und kompetitives M...
'Just follow the meta, stupid!' Mathematische Spieltheorie und kompetitives M...'Just follow the meta, stupid!' Mathematische Spieltheorie und kompetitives M...
'Just follow the meta, stupid!' Mathematische Spieltheorie und kompetitives M...
Felix Schröter
 
Awesome! Video Game Aesthetics and the Moment of Awe
Awesome! Video Game Aesthetics and the Moment of AweAwesome! Video Game Aesthetics and the Moment of Awe
Awesome! Video Game Aesthetics and the Moment of Awe
Felix Schröter
 
Mind Games. Cognitive Approaches to Video Game Studies
Mind Games. Cognitive Approaches to Video Game StudiesMind Games. Cognitive Approaches to Video Game Studies
Mind Games. Cognitive Approaches to Video Game Studies
Felix Schröter
 
The Game of Game of Thrones
The Game of Game of ThronesThe Game of Game of Thrones
The Game of Game of Thrones
Felix Schröter
 
Affective Game Design. Stimmung, Affekt und das Vorbewusste beim Videospielen
Affective Game Design. Stimmung, Affekt und das Vorbewusste beim VideospielenAffective Game Design. Stimmung, Affekt und das Vorbewusste beim Videospielen
Affective Game Design. Stimmung, Affekt und das Vorbewusste beim Videospielen
Felix Schröter
 
"I want to live!" Tech Demos für Videospielengines als Animationskurzfilme
"I want to live!" Tech Demos für Videospielengines als Animationskurzfilme"I want to live!" Tech Demos für Videospielengines als Animationskurzfilme
"I want to live!" Tech Demos für Videospielengines als Animationskurzfilme
Felix Schröter
 
Simulierte Spielfiguren und/oder/als mediale Menschenbilder
Simulierte Spielfiguren und/oder/als mediale MenschenbilderSimulierte Spielfiguren und/oder/als mediale Menschenbilder
Simulierte Spielfiguren und/oder/als mediale Menschenbilder
Felix Schröter
 
No World in Conflict? Konfligierende Menschenbilder im Computerspiel.
No World in Conflict? Konfligierende Menschenbilder im Computerspiel.No World in Conflict? Konfligierende Menschenbilder im Computerspiel.
No World in Conflict? Konfligierende Menschenbilder im Computerspiel.
Felix Schröter
 
Zwischen Zufall und Kontrolle. Gaming Communities und das Spekulative des Spi...
Zwischen Zufall und Kontrolle. Gaming Communities und das Spekulative des Spi...Zwischen Zufall und Kontrolle. Gaming Communities und das Spekulative des Spi...
Zwischen Zufall und Kontrolle. Gaming Communities und das Spekulative des Spi...
Felix Schröter
 
So ist richtig. Moralische Dilemmata in Videspielen.
So ist richtig. Moralische Dilemmata in Videspielen.So ist richtig. Moralische Dilemmata in Videspielen.
So ist richtig. Moralische Dilemmata in Videspielen.
Felix Schröter
 
Die Figur im Spiel. Entwicklung eines nutzerorientierten Analysemodells für C...
Die Figur im Spiel. Entwicklung eines nutzerorientierten Analysemodells für C...Die Figur im Spiel. Entwicklung eines nutzerorientierten Analysemodells für C...
Die Figur im Spiel. Entwicklung eines nutzerorientierten Analysemodells für C...
Felix Schröter
 
Die Figur im Spiel. Expose Masterarbeit
Die Figur im Spiel. Expose MasterarbeitDie Figur im Spiel. Expose Masterarbeit
Die Figur im Spiel. Expose Masterarbeit
Felix Schröter
 

Mehr von Felix Schröter (14)

Multimodal Metaphors and Game Character Design
Multimodal Metaphors and Game Character DesignMultimodal Metaphors and Game Character Design
Multimodal Metaphors and Game Character Design
 
Game Studies und Psychoanalyse
Game Studies und PsychoanalyseGame Studies und Psychoanalyse
Game Studies und Psychoanalyse
 
'Just follow the meta, stupid!' Mathematische Spieltheorie und kompetitives M...
'Just follow the meta, stupid!' Mathematische Spieltheorie und kompetitives M...'Just follow the meta, stupid!' Mathematische Spieltheorie und kompetitives M...
'Just follow the meta, stupid!' Mathematische Spieltheorie und kompetitives M...
 
Awesome! Video Game Aesthetics and the Moment of Awe
Awesome! Video Game Aesthetics and the Moment of AweAwesome! Video Game Aesthetics and the Moment of Awe
Awesome! Video Game Aesthetics and the Moment of Awe
 
Mind Games. Cognitive Approaches to Video Game Studies
Mind Games. Cognitive Approaches to Video Game StudiesMind Games. Cognitive Approaches to Video Game Studies
Mind Games. Cognitive Approaches to Video Game Studies
 
The Game of Game of Thrones
The Game of Game of ThronesThe Game of Game of Thrones
The Game of Game of Thrones
 
Affective Game Design. Stimmung, Affekt und das Vorbewusste beim Videospielen
Affective Game Design. Stimmung, Affekt und das Vorbewusste beim VideospielenAffective Game Design. Stimmung, Affekt und das Vorbewusste beim Videospielen
Affective Game Design. Stimmung, Affekt und das Vorbewusste beim Videospielen
 
"I want to live!" Tech Demos für Videospielengines als Animationskurzfilme
"I want to live!" Tech Demos für Videospielengines als Animationskurzfilme"I want to live!" Tech Demos für Videospielengines als Animationskurzfilme
"I want to live!" Tech Demos für Videospielengines als Animationskurzfilme
 
Simulierte Spielfiguren und/oder/als mediale Menschenbilder
Simulierte Spielfiguren und/oder/als mediale MenschenbilderSimulierte Spielfiguren und/oder/als mediale Menschenbilder
Simulierte Spielfiguren und/oder/als mediale Menschenbilder
 
No World in Conflict? Konfligierende Menschenbilder im Computerspiel.
No World in Conflict? Konfligierende Menschenbilder im Computerspiel.No World in Conflict? Konfligierende Menschenbilder im Computerspiel.
No World in Conflict? Konfligierende Menschenbilder im Computerspiel.
 
Zwischen Zufall und Kontrolle. Gaming Communities und das Spekulative des Spi...
Zwischen Zufall und Kontrolle. Gaming Communities und das Spekulative des Spi...Zwischen Zufall und Kontrolle. Gaming Communities und das Spekulative des Spi...
Zwischen Zufall und Kontrolle. Gaming Communities und das Spekulative des Spi...
 
So ist richtig. Moralische Dilemmata in Videspielen.
So ist richtig. Moralische Dilemmata in Videspielen.So ist richtig. Moralische Dilemmata in Videspielen.
So ist richtig. Moralische Dilemmata in Videspielen.
 
Die Figur im Spiel. Entwicklung eines nutzerorientierten Analysemodells für C...
Die Figur im Spiel. Entwicklung eines nutzerorientierten Analysemodells für C...Die Figur im Spiel. Entwicklung eines nutzerorientierten Analysemodells für C...
Die Figur im Spiel. Entwicklung eines nutzerorientierten Analysemodells für C...
 
Die Figur im Spiel. Expose Masterarbeit
Die Figur im Spiel. Expose MasterarbeitDie Figur im Spiel. Expose Masterarbeit
Die Figur im Spiel. Expose Masterarbeit
 

Kürzlich hochgeladen

How to Create & Publish a Blog in Odoo 17 Website
How to Create & Publish a Blog in Odoo 17 WebsiteHow to Create & Publish a Blog in Odoo 17 Website
How to Create & Publish a Blog in Odoo 17 Website
Celine George
 
DepEd School Calendar 2024-2025 DO_s2024_008
DepEd School Calendar 2024-2025 DO_s2024_008DepEd School Calendar 2024-2025 DO_s2024_008
DepEd School Calendar 2024-2025 DO_s2024_008
Glenn Rivera
 
SEQUNCES Lecture_Notes_Unit4_chapter11_sequence
SEQUNCES  Lecture_Notes_Unit4_chapter11_sequenceSEQUNCES  Lecture_Notes_Unit4_chapter11_sequence
SEQUNCES Lecture_Notes_Unit4_chapter11_sequence
Murugan Solaiyappan
 
How to Empty a One2Many Field in Odoo 17
How to Empty a One2Many Field in Odoo 17How to Empty a One2Many Field in Odoo 17
How to Empty a One2Many Field in Odoo 17
Celine George
 
Introduction to Banking System in India.ppt
Introduction to Banking System in India.pptIntroduction to Banking System in India.ppt
Introduction to Banking System in India.ppt
Dr. S. Bulomine Regi
 
Parent PD Design for Professional Development .docx
Parent PD Design for Professional Development .docxParent PD Design for Professional Development .docx
Parent PD Design for Professional Development .docx
AntonioJarligoCompra
 
C Interview Questions PDF By Scholarhat.pdf
C Interview Questions PDF By Scholarhat.pdfC Interview Questions PDF By Scholarhat.pdf
C Interview Questions PDF By Scholarhat.pdf
Scholarhat
 
RDBMS Lecture Notes Unit4 chapter12 VIEW
RDBMS Lecture Notes Unit4 chapter12 VIEWRDBMS Lecture Notes Unit4 chapter12 VIEW
RDBMS Lecture Notes Unit4 chapter12 VIEW
Murugan Solaiyappan
 
matatag curriculum education for Kindergarten
matatag curriculum education for Kindergartenmatatag curriculum education for Kindergarten
matatag curriculum education for Kindergarten
SarahAlie1
 
11EHS Term 3 Week 1 Unit 1 Review: Feedback and improvementpptx
11EHS Term 3 Week 1 Unit 1 Review: Feedback and improvementpptx11EHS Term 3 Week 1 Unit 1 Review: Feedback and improvementpptx
11EHS Term 3 Week 1 Unit 1 Review: Feedback and improvementpptx
mansk2
 
How to Add a Filter in the Odoo 17 - Odoo 17 Slides
How to Add a Filter in the Odoo 17 - Odoo 17 SlidesHow to Add a Filter in the Odoo 17 - Odoo 17 Slides
How to Add a Filter in the Odoo 17 - Odoo 17 Slides
Celine George
 
"DANH SÁCH THÍ SINH XÉT TUYỂN SỚM ĐỦ ĐIỀU KIỆN TRÚNG TUYỂN ĐẠI HỌC CHÍNH QUY ...
"DANH SÁCH THÍ SINH XÉT TUYỂN SỚM ĐỦ ĐIỀU KIỆN TRÚNG TUYỂN ĐẠI HỌC CHÍNH QUY ..."DANH SÁCH THÍ SINH XÉT TUYỂN SỚM ĐỦ ĐIỀU KIỆN TRÚNG TUYỂN ĐẠI HỌC CHÍNH QUY ...
"DANH SÁCH THÍ SINH XÉT TUYỂN SỚM ĐỦ ĐIỀU KIỆN TRÚNG TUYỂN ĐẠI HỌC CHÍNH QUY ...
thanhluan21
 
How to Manage Access Rights & User Types in Odoo 17
How to Manage Access Rights & User Types in Odoo 17How to Manage Access Rights & User Types in Odoo 17
How to Manage Access Rights & User Types in Odoo 17
Celine George
 
How to Manage Shipping Connectors & Shipping Methods in Odoo 17
How to Manage Shipping Connectors & Shipping Methods in Odoo 17How to Manage Shipping Connectors & Shipping Methods in Odoo 17
How to Manage Shipping Connectors & Shipping Methods in Odoo 17
Celine George
 
FINAL MATATAG Kindergarten CG 2023 pdf
FINAL MATATAG Kindergarten CG 2023   pdfFINAL MATATAG Kindergarten CG 2023   pdf
FINAL MATATAG Kindergarten CG 2023 pdf
maricelrudela
 
E-learning Odoo 17 New features - Odoo 17 Slides
E-learning Odoo 17  New features - Odoo 17 SlidesE-learning Odoo 17  New features - Odoo 17 Slides
E-learning Odoo 17 New features - Odoo 17 Slides
Celine George
 
New Features in Odoo 17 Sign - Odoo 17 Slides
New Features in Odoo 17 Sign - Odoo 17 SlidesNew Features in Odoo 17 Sign - Odoo 17 Slides
New Features in Odoo 17 Sign - Odoo 17 Slides
Celine George
 
Allopathic M1 Srudent Orientation Powerpoint
Allopathic M1 Srudent Orientation PowerpointAllopathic M1 Srudent Orientation Powerpoint
Allopathic M1 Srudent Orientation Powerpoint
Julie Sarpy
 
What is Rescue Session in Odoo 17 POS - Odoo 17 Slides
What is Rescue Session in Odoo 17 POS - Odoo 17 SlidesWhat is Rescue Session in Odoo 17 POS - Odoo 17 Slides
What is Rescue Session in Odoo 17 POS - Odoo 17 Slides
Celine George
 
How to Manage Large Scrollbar in Odoo 17 POS
How to Manage Large Scrollbar in Odoo 17 POSHow to Manage Large Scrollbar in Odoo 17 POS
How to Manage Large Scrollbar in Odoo 17 POS
Celine George
 

Kürzlich hochgeladen (20)

How to Create & Publish a Blog in Odoo 17 Website
How to Create & Publish a Blog in Odoo 17 WebsiteHow to Create & Publish a Blog in Odoo 17 Website
How to Create & Publish a Blog in Odoo 17 Website
 
DepEd School Calendar 2024-2025 DO_s2024_008
DepEd School Calendar 2024-2025 DO_s2024_008DepEd School Calendar 2024-2025 DO_s2024_008
DepEd School Calendar 2024-2025 DO_s2024_008
 
SEQUNCES Lecture_Notes_Unit4_chapter11_sequence
SEQUNCES  Lecture_Notes_Unit4_chapter11_sequenceSEQUNCES  Lecture_Notes_Unit4_chapter11_sequence
SEQUNCES Lecture_Notes_Unit4_chapter11_sequence
 
How to Empty a One2Many Field in Odoo 17
How to Empty a One2Many Field in Odoo 17How to Empty a One2Many Field in Odoo 17
How to Empty a One2Many Field in Odoo 17
 
Introduction to Banking System in India.ppt
Introduction to Banking System in India.pptIntroduction to Banking System in India.ppt
Introduction to Banking System in India.ppt
 
Parent PD Design for Professional Development .docx
Parent PD Design for Professional Development .docxParent PD Design for Professional Development .docx
Parent PD Design for Professional Development .docx
 
C Interview Questions PDF By Scholarhat.pdf
C Interview Questions PDF By Scholarhat.pdfC Interview Questions PDF By Scholarhat.pdf
C Interview Questions PDF By Scholarhat.pdf
 
RDBMS Lecture Notes Unit4 chapter12 VIEW
RDBMS Lecture Notes Unit4 chapter12 VIEWRDBMS Lecture Notes Unit4 chapter12 VIEW
RDBMS Lecture Notes Unit4 chapter12 VIEW
 
matatag curriculum education for Kindergarten
matatag curriculum education for Kindergartenmatatag curriculum education for Kindergarten
matatag curriculum education for Kindergarten
 
11EHS Term 3 Week 1 Unit 1 Review: Feedback and improvementpptx
11EHS Term 3 Week 1 Unit 1 Review: Feedback and improvementpptx11EHS Term 3 Week 1 Unit 1 Review: Feedback and improvementpptx
11EHS Term 3 Week 1 Unit 1 Review: Feedback and improvementpptx
 
How to Add a Filter in the Odoo 17 - Odoo 17 Slides
How to Add a Filter in the Odoo 17 - Odoo 17 SlidesHow to Add a Filter in the Odoo 17 - Odoo 17 Slides
How to Add a Filter in the Odoo 17 - Odoo 17 Slides
 
"DANH SÁCH THÍ SINH XÉT TUYỂN SỚM ĐỦ ĐIỀU KIỆN TRÚNG TUYỂN ĐẠI HỌC CHÍNH QUY ...
"DANH SÁCH THÍ SINH XÉT TUYỂN SỚM ĐỦ ĐIỀU KIỆN TRÚNG TUYỂN ĐẠI HỌC CHÍNH QUY ..."DANH SÁCH THÍ SINH XÉT TUYỂN SỚM ĐỦ ĐIỀU KIỆN TRÚNG TUYỂN ĐẠI HỌC CHÍNH QUY ...
"DANH SÁCH THÍ SINH XÉT TUYỂN SỚM ĐỦ ĐIỀU KIỆN TRÚNG TUYỂN ĐẠI HỌC CHÍNH QUY ...
 
How to Manage Access Rights & User Types in Odoo 17
How to Manage Access Rights & User Types in Odoo 17How to Manage Access Rights & User Types in Odoo 17
How to Manage Access Rights & User Types in Odoo 17
 
How to Manage Shipping Connectors & Shipping Methods in Odoo 17
How to Manage Shipping Connectors & Shipping Methods in Odoo 17How to Manage Shipping Connectors & Shipping Methods in Odoo 17
How to Manage Shipping Connectors & Shipping Methods in Odoo 17
 
FINAL MATATAG Kindergarten CG 2023 pdf
FINAL MATATAG Kindergarten CG 2023   pdfFINAL MATATAG Kindergarten CG 2023   pdf
FINAL MATATAG Kindergarten CG 2023 pdf
 
E-learning Odoo 17 New features - Odoo 17 Slides
E-learning Odoo 17  New features - Odoo 17 SlidesE-learning Odoo 17  New features - Odoo 17 Slides
E-learning Odoo 17 New features - Odoo 17 Slides
 
New Features in Odoo 17 Sign - Odoo 17 Slides
New Features in Odoo 17 Sign - Odoo 17 SlidesNew Features in Odoo 17 Sign - Odoo 17 Slides
New Features in Odoo 17 Sign - Odoo 17 Slides
 
Allopathic M1 Srudent Orientation Powerpoint
Allopathic M1 Srudent Orientation PowerpointAllopathic M1 Srudent Orientation Powerpoint
Allopathic M1 Srudent Orientation Powerpoint
 
What is Rescue Session in Odoo 17 POS - Odoo 17 Slides
What is Rescue Session in Odoo 17 POS - Odoo 17 SlidesWhat is Rescue Session in Odoo 17 POS - Odoo 17 Slides
What is Rescue Session in Odoo 17 POS - Odoo 17 Slides
 
How to Manage Large Scrollbar in Odoo 17 POS
How to Manage Large Scrollbar in Odoo 17 POSHow to Manage Large Scrollbar in Odoo 17 POS
How to Manage Large Scrollbar in Odoo 17 POS
 

My Avatar and Me. Toward a Cognitive Theory of Game Characters

  • 1. My Avatar and Me Toward a Cognitive Theory of Game Characters Felix Schröter, University of Hamburg felix.schroeter@uni-hamburg.de Conference "Games, Cognition, and Emotion" July 5-6, 2013, University of Hamburg
  • 5. Introduction How can we systematically analyze game characters?
  • 6. Introduction How can we systematically analyze game characters? How do players perceive game characters? How can these categories inform the development of a heuristic model for game characters analysis?
  • 8. Why Cognitive Film Studies? • Ecological models of CFS are universal.
  • 9. Why Cognitive Film Studies? • Ecological models of CFS are universal. • Many models of CFS can tackle the video game‘s interactivity.
  • 10. Why Cognitive Film Studies? 10 Grodal 2009: 147
  • 11. Why Cognitive Film Studies? • Ecological models of CFS are universal. • Many models of CFS can tackle the video game‘s interactivity. • CFS can help explain character engagement and emotions.
  • 12. Why Cognitive Film Studies? • Ecological models of CFS are universal. • Many models of CFS can tackle the video game‘s interactivity. • CFS can help explain character engagement and emotions. • CFS models simplify and categorize character perception.
  • 13. Why Cognitive Film Studies? • Ecological models of CFS are universal. • Many models of CFS can tackle the video game‘s interactivity. • CFS can help explain character engagement and emotions. • CFS models simplify and categorize character perception. „That‘s just what I do!“ Game Designer
  • 14. Why Cognitive Film Studies? • Ecological models of CFS are universal. • Many models of CFS can tackle the video game‘s interactivity. • CFS can help explain character engagement and emotions. • CFS models simplify and categorize character perception.
  • 15. Why Cognitive Film Studies? • Games & emotions: Frome 2006, Grodal 2003, Perron 2012 • Games & embodiment: Gregersen 2008, Gregersen/Grodal 2009 • Gameplay patterns: Lindley/Sennersten 2008, Betts 2011 • Game design: Lankoski 2010, Isbister 2006 Cognitive approaches to video games:
  • 16. Toward a Cognitive Theory of Game Characters
  • 17. Toward a Cognitive Theory of Game Characters basic perception • no object recognition • color, sound, movement, contrast arousal, affective responses cf. Grodal 1997; Persson 2003; Eder 2008
  • 18. Toward a Cognitive Theory of Game Characters object recognition, memory matching basic perception • no object recognition • color, sound, movement, contrast ,person‘ emotional associations arousal, affective responses • object recognition • association, activation of long-term memory cf. Grodal 1997; Persson 2003; Eder 2008
  • 20. Toward a Cognitive Theory of Game Characters object recognition, memory matching basic perception mental character models • no object recognition • color, sound, movement, contrast ,character‘,person‘ emotional associations arousal, affective responses fiction emotions • object recognition • association, activation of long-term memory • situation and character models • temporal and causal relations cf. Grodal 1997; Persson 2003; Eder 2008
  • 21. Toward a Cognitive Theory of Game Characters object recognition, memory matching more complex representations basic perception mental character models • no object recognition • color, sound, movement, contrast ,character‘,person‘ emotional associations artifact emotions, ,meta emotions‘, ... arousal, affective responses fiction emotions • object recognition • association, activation of long-term memory • situation and character models • temporal and causal relations • symbolic interpretation • reflection on production and reception contexts cf. Grodal 1997; Persson 2003; Eder 2008
  • 22. Toward a Cognitive Theory of Game Characters object recognition, memory matching basic perception mental character models • no object recognition • color, sound, movement, contrast ,character‘,person‘ emotional associations artifact emotions, ,meta emotions‘, ... arousal, affective responses fiction emotions • object recognition • association, activation of long-term memory • situation and character models • temporal and causal relations more complex representations • symbolic interpretation • reflection on production and reception contexts
  • 23. Toward a Cognitive Theory of Game Characters © 2008 sean dreilinger, www.flickr.com
  • 24. Toward a Cognitive Theory of Game Characters • Gary Alan Fine (1983): Shared Fantasy. Role-Playing Games as Social Worlds
  • 25. Toward a Cognitive Theory of Game Characters • Gary Alan Fine (1983): Shared Fantasy. Role-Playing Games as Social Worlds primary frame (reality) social context
  • 26. Toward a Cognitive Theory of Game Characters • Gary Alan Fine (1983): Shared Fantasy. Role-Playing Games as Social Worlds primary frame (reality) social context game frame (game context) rules, goals
  • 27. Toward a Cognitive Theory of Game Characters • Gary Alan Fine (1983): Shared Fantasy. Role-Playing Games as Social Worlds primary frame (reality) social context fictional frame (socio-dramatic frame) rules of the fictional world, make-believekeying game frame (game context) rules, goals
  • 28. Toward a Cognitive Theory of Game Characters Salen/Zimmerman 2004 Ermi/Mäyrä 2005 Linderoth 2005 Lindley/Sennersten 2008 Thon 2008 Ekman/Lankoski 2009 Calleja 2011 Perron 2012 character player person imaginative immersion challenge-based immersion --- fictive character equipment presentation of self story schemas gameplay schemas --- narrative Immersion ludic immersion social immersion narrative comprehension goal-driven evaluation --- narrative involvement ludic involvement shared involvement fiction emotions gameplay emotions --- „Three-fold framing of player consciousness“ (Salen/Zimmerman 2004):
  • 29. Toward a Cognitive Theory of Game Characters Three modes of experiencing game characters: Characters as... mental models consist of... prevalent cognitive processes prevalent emotions fictional beings body, mind, sociality of a fictional character narrative comprehension fiction emotions narrative mode
  • 30. Toward a Cognitive Theory of Game Characters Three modes of experiencing game characters: Characters as... mental models consist of... prevalent cognitive processes prevalent emotions fictional beings game pieces body, mind, sociality of a fictional character game mechanics, ‘ludic‘ properties, character-related goals narrative comprehension goal-driven evaluation, problem-solving, strategic planning fiction emotions gameplay emotions narrative mode ludic mode
  • 31. Toward a Cognitive Theory of Game Characters Three modes of experiencing game characters: Characters as... mental models consist of... prevalent cognitive processes prevalent emotions fictional beings game pieces avatars body, mind, sociality of a fictional character game mechanics, ‘ludic‘ properties, character-related goals ‘social‘ attributes of avatar/ player, real-life interactions narrative comprehension goal-driven evaluation, problem-solving, strategic planning mentalizing, social attribution fiction emotions gameplay emotions ‘social‘ emotions narrative mode ludic mode communicative mode
  • 32. Toward a Cognitive Theory of Game Characters object recognition, memory matching basic perception mental character models • no object recognition • color, sound, movement, contrast ,character‘,person‘ emotional associations artifact emotions, ,meta emotions‘, ... arousal, affective responses fiction emotions • object recognition • association, activation of long-term memory • situation and character models • temporal and causal relations more complex representations • symbolic interpretation • reflection on production and reception contexts
  • 33. gameplay emotions Toward a Cognitive Theory of Game Characters objectrecognition, memorymatching basic perception mental character models ,character‘ ,person‘ emotional associations artifact emotions, ,meta emotions‘, ... arousal,affective responses fiction emotions morecomplex representations fictional being game piece avatar ‘social‘ emotions
  • 34. A Heuristic Model for Game Character Analysis aesthetics of the game/ character: music, sound, colors, shapes, contrast, movement, controller feedback, ... body, mind, sociality rules, character-related goals, interaction structures 'social' properties of player/ avatar, patterns of communication/interaction motifs, metaphors, themes, pragmatic contexts... connected to each character aspect? object recognition, memory matching basic perception mental character models more complex representations fictional being game piece avatar
  • 35. A Heuristic Model for Game Character Analysis Aesthetics of the game/ character: music, sound, colors, shapes, contrast, movement, controller feedback, ... body, mind, sociality rules, character-related goals, interaction structures 'social' properties of player/ avatar, patterns of communication/interaction object recognition, memory matching basic perception mental character models more complex representations game piece avatar Limbo (Playdead/Microsoft 2010)
  • 36. A Heuristic Model for Game Character Analysis aesthetics of the game/ character: music, sound, colors, shapes, contrast, movement, controller feedback, ... body, mind, sociality rules, character-related goals, interaction structures 'social' properties of player/ avatar, patterns of communication/interaction object recognition, memory matching basic perception mental character models more complex representations fictional being game piece avatar motifs, metaphors, themes, pragmatic contexts... connected to each character aspect?
  • 37. A Heuristic Model for Game Character Analysis Aesthetics of the game/ character: music, sound, colors, shapes, contrast, movement, controller feedback, ... body, mind, sociality rules, character-related goals, interaction structures object recognition, memory matching basic perception more complex representations September 12th (newsgaming.com 2003) motifs, metaphors, themes, pragmatic contexts... connected to each character aspect?
  • 38. Putting the Model to Use game analysis media effects research game design
  • 39. Putting the Model to Use: Game Analysis • Example: How to analyze Menschenbilder ('images of human nature') in video games?
  • 40. Putting the Model to Use: Game Analysis • Example: How to analyze Menschenbilder ('images of human nature') in video games? Deus Ex: Human Revolution (2011)
  • 41. Putting the Model to Use: Game Analysis • Example: How to analyze Menschenbilder ('images of human nature') in video games? Deus Ex: Human Revolution (2011) The Last of Us (2013)
  • 42. Putting the Model to Use: Game Analysis • Example: How to analyze Menschenbilder ('images of human nature') in video games? Deus Ex: Human Revolution (2011) The Last of Us (2013) Bioshock (2007)
  • 43. Putting the Model to Use: Game Analysis • Example: How to analyze Menschenbilder ('images of human nature') in video games? Deus Ex: Human Revolution (2011)
  • 44. Putting the Model to Use: Game Analysis • Example: How to analyze Menschenbilder ('images of human nature') in video games? Deus Ex: Human Revolution (2011)
  • 45. Putting the Model to Use: Media Effects • Example: cultivation effects and content analysis
  • 46. Putting the Model to Use: Media Effects • Example: cultivation effects and content analysis Jansz/Martis 2003
  • 47. Putting the Model to Use: Media Effects • Example: cultivation effects and content analysis Grimes 2003 Jansz/Martis 2003
  • 48. Putting the Model to Use: Media Effects • Example: cultivation effects and content analysis Grimes 2003 Jansz/Martis 2003 Lachlan et al. 2005
  • 49. Putting the Model to Use: Media Effects • Example: cultivation effects and content analysis Grimes 2003 Jansz/Martis 2003 Lachlan et al. 2005 Thompson/ Haninger 2001
  • 50. Putting the Model to Use: Media Effects • Example: cultivation effects and content analysis Grimes 2003 Jansz/Martis 2003 Lachlan et al. 2005 Malliet 2007 Thompson/ Haninger 2001
  • 51. Putting the Model to Use: Game Design • Example: eliciting emotions in game design
  • 52. gameplay emotions emotional associations artifact emotions, ,meta emotions‘, ... arousal, affective responses fiction emotions ‘social‘ emotions Putting the Model to Use: Game Design • Example: eliciting emotions in game design
  • 55. gameplay emotions emotional associations arousal, affective responses fiction emotions Putting the Model to Use: Game Design artifact emotions, ,meta emotions‘, ... The Last of Us (2013)
  • 56. Summary • CFS can by adapted for a cognitive theory of game characters. • Such a theory can inform the categories of game character analysis. • The „three-fold framing of player consciousness“ is a useful heuristic concept.
  • 57. References • Betts, Tom (2011): "Pattern Recognition: Gameplay as Negotiating Procedural Form". In: Proceedings of Digra 2011 Conference: Think Design Play. • Calleja, Gordon (2011): In-Game. From Immersion to Incorporation. Cambridge, MA, London: MIT Press. • Eder, Jens (2008): Die Figur im Spiel. Marburg: Schüren. • Ekman, Ingmer / Lankoski, Petri (2009): "Hair- Raising Entertainment. Emotions, Sound, and Structure in Silent Hill 2 and Fatal Frame". In: Perron, Bernard (Ed.): Horror Video Games. Essays on the Fusion of Fear and Play. Jefferson, NC, London: McFarland & Co., pp. 181–199. • Ermi, Laura; Mäyrä, Frans (2005): "Fundamental Components of the Gameplay Experience. Analysing Immersion." In: Proceedings of DiGRA 2005 Conference: Changing Views – Worlds in Play. Online: http://www.digra.org/dl/db/ 06276.41516.pdf. • Fine, Gary A. (1983): Shared Fantasy. Role- Playing Games as Social Worlds. Chicago, IL, London: The University of Chicago Press. • Frome, Jonathan (2006): Why Films Make Us Cry But Video Games Don’t: Emotions in Traditional and Interactive Media. Madison, WI, University of Wisconsin-Madison, dissertation. • Gregersen, Andreas L. (2008): Core Cognition and Embodied Agency in Gaming: Towards a Framework for Analysing Structure and Function of Computer Games. Kopenhagen, Kobenhavns Universitet, dissertation. • Gregersen, Andreas L. / Grodal, Torben (2009): "Embodiment and Interface". In: Perron, Bernard / Wolf, Mark J. P. (Eds.): The Video Game Theory Reader 2. New York, NY: Routledge, pp. 65–83. 55 • Grimes, Sara M. (2003): „,You Shoot Like A Girl!‘: The Female Protagonist Action- Adventure Video Games“. In: Level Up Conference Proceedings, Utrecht: University of Utrecht. Online: http://www.digra.org/dl/db/ 05150.01496.pdf. • Grodal, Torben (1997): Moving Pictures: A New Theory of Film Genres, Feelings, and Cognition. Oxford: Clarendon Press. • Grodal, Torben (2003): "Stories for Eye, Ear, and Muscles: Video Games, Media, and Embodied Experiences". In: Wolf, Mark J. P. / Perron, Bernard (Eds.): The Video Game Theory Reader. New York, NY: Routledge, pp. 129–155. • Grodal, Torben (2009): Embodied Visions: Evolution, Emotion, Culture, and Film. New York, NY: Oxford University Press. • Isbister, Katherine (2006): Better Game Characters by Design. A Psychological Approach. San Francisco: Morgan Kaufmann Publishers. • Jansz, Jereon / Martis, Raynel (2003): „The representation of gender and ethnicity in digital interactive games“. In: Level up: Digital games research conference. Utrecht: Utrecht University, pp. 260–269. • Lachlan, Kenneth / Smith, Stacy / Tamborini, Ron (2005): „Models for Aggressive Behavior: The Attributes of Violent Characters in Popular Video Games“. In: Communication Studies, Vl. 56, No. 4, pp. 313–329. • Lankoski, Petri (2010): Character-Driven Game Design. A Design Approach and Its Foundations in Character Engagement. Online: https://www.taik.fi/kirjakauppa/ images/ 05b242aa4f26a8e03f8499599462f5f2.pdf. • Lindley, Craig A. / Sennersten, Charlotte C. (2008): "Game Play Schemas. From Player Analysis to Adaptive Game Mechanics". In: International Journal of Computer Games Technology 2008, pp. 1–7. Online: http://downloads.hindawi.com/ journals/ijcgt/2008/216784.pdf. • Moore, Christopher (2011): "Hats of Affect: A Study of Affect, Achievements and Hats in Team Fortress 2". In: Game Studies 11 (2011), Nr. 1. Online: http://gamestudies.org/1101/articles/moore. • Perron, Bernard (2012): Silent Hill. The Terror Engine. Ann Arbor, MI: University of Michigan Press. • Persson, Per (2003): Understanding Cinema. A Psychological Theory of Moving Imagery. Cambridge u.a. : Cambridge University Press. • Salen, Katie / Zimmerman, Eric (2004): Rules of Play. Game Design Fundamentals. Cambridge, MA, London: MIT Press. • Solarski, Chris (2012): Drawing Basics and Video Game Art. New York, NY: Watson-Guptill. • Thompson, Kimberly M. / Haninger, Kevin (2001): "Violence in E-Rated Video Games". In: Journal of the American Medical Association, Vl. 286, No. 5, pp. 591–598. • Thon, Jan-Noël: "Immersion Revisited. On the Value of a Contested Concept". In: Fernandez, Amyris / Leino, Olli / Wirman, Hanna (eds.): Extending Experiences. Structure, Analysis and Design of Computer Game Player Experience. Rovaniemi: Lapland University Press, pp. 29–43.