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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

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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.
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