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

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My Avatar and Me Toward a Cognitive Theory of Game Characters Felix Schröter, University of Hamburg [email protected] Conference "Games, Cognition, and Emotion" July 5-6, 2013, University of Hamburg

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

Page 1: My Avatar and Me. Toward a Cognitive Theory of Game Characters

My Avatar and Me

Toward a Cognitive Theory of Game Characters

Felix Schröter, University of [email protected]

Conference "Games, Cognition, and Emotion"July 5-6, 2013, University of Hamburg

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Introduction

http://www.feministfrequency.com/wp-content/uploads/2012/05/Tropes-vs-videogames.jpg

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Introduction

http://www.youtube.com/watch?v=MUMOHSL53L8

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Introduction

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Introduction

How can we systematically analyze game characters?

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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?

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Why Cognitive Film Studies?

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Why Cognitive Film Studies?

• Ecological models of CFS are universal.

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Why Cognitive Film Studies?

• Ecological models of CFS are universal.

• Many models of CFS can tackle the video game‘s interactivity.

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Why Cognitive Film Studies?

10Grodal 2009: 147

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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.

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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.

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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

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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.

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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:

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Toward a Cognitive Theory of Game Characters

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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

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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 oflong-term memory

cf. Grodal 1997; Persson 2003; Eder 2008

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Dead Island (Techland/Deep Silver 2010)

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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

responsesfiction emotions

• object recognition• association,

activation oflong-term memory

• situation and character models

• temporal and causal relations

cf. Grodal 1997; Persson 2003; Eder 2008

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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

responsesfiction emotions

• object recognition• association,

activation oflong-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

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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

responsesfiction emotions

• object recognition• association,

activation oflong-term memory

• situation and character models

• temporal and causal relations

more complex representations

• symbolic interpretation• reflection on

production and reception contexts

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Toward a Cognitive Theory of Game Characters

© 2008 sean dreilinger, www.flickr.com

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Toward a Cognitive Theory of Game Characters

• Gary Alan Fine (1983): Shared Fantasy. Role-Playing Games as Social Worlds

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Toward a Cognitive Theory of Game Characters

• Gary Alan Fine (1983): Shared Fantasy. Role-Playing Games as Social Worlds

primary frame (reality)social context

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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

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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-believe

keying

game frame(game context)

rules, goals

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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):

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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, socialityof a fictional character

narrative comprehension

fiction emotions

narrative mode

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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, socialityof a fictional character

game mechanics,‘ludic‘ properties,

character-related goals

narrative comprehensiongoal-driven evaluation,

problem-solving,strategic planning

fiction emotions gameplay emotions

narrative mode ludic mode

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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, socialityof a fictional character

game mechanics,‘ludic‘ properties,

character-related goals

‘social‘ attributes of avatar/player, real-life interactions

narrative comprehensiongoal-driven evaluation,

problem-solving,strategic planning

mentalizing,social attribution

fiction emotions gameplay emotions ‘social‘ emotions

narrative mode ludic mode communicative mode

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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

responsesfiction emotions

• object recognition• association,

activation oflong-term memory

• situation and character models

• temporal and causal relations

more complex representations

• symbolic interpretation• reflection on

production and reception contexts

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gameplayemotions

Toward a Cognitive Theory of Game Characters

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t rec

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m

emor

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atch

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basic

pe

rcep

tion mental character models

,cha

ract

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,per

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emot

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ousa

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fictionemotions

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repr

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fictional being

game piece

avatar

‘social‘emotions

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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

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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)

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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?

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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?

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Putting the Model to Use

game analysis

media effects research game design

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Putting the Model to Use: Game Analysis

• Example: How to analyze Menschenbilder ('images of human nature') in video games?

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Putting the Model to Use: Game Analysis

• Example: How to analyze Menschenbilder ('images of human nature') in video games?

Deus Ex: Human Revolution (2011)

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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)

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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)

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Putting the Model to Use: Game Analysis

• Example: How to analyze Menschenbilder ('images of human nature') in video games?

Deus Ex: Human Revolution (2011)

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Putting the Model to Use: Game Analysis

• Example: How to analyze Menschenbilder ('images of human nature') in video games?

Deus Ex: Human Revolution (2011)

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Putting the Model to Use: Media Effects

• Example: cultivation effects and content analysis

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Putting the Model to Use: Media Effects

• Example: cultivation effects and content analysis

Jansz/Martis 2003

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Putting the Model to Use: Media Effects

• Example: cultivation effects and content analysis

Grimes 2003

Jansz/Martis 2003

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Putting the Model to Use: Media Effects

• Example: cultivation effects and content analysis

Grimes 2003

Jansz/Martis 2003

Lachlan et al. 2005

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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

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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

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Putting the Model to Use: Game Design

• Example: eliciting emotions in game design

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gameplayemotions

emotional associations

artifact emotions,,meta emotions‘, ...

arousal, affective

responses

fictionemotions

‘social‘emotions

Putting the Model to Use: Game Design

• Example: eliciting emotions in game design

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gameplayemotions

emotional associations

arousal, affective

responses

fictionemotions

‘social‘emotions

Putting the Model to Use: Game Design

Solarski 2012

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gameplayemotions

emotional associations

arousal, affective

responses

fictionemotions

Putting the Model to Use: Game Design

Moore 2011

Team Fortress 2 (2007)

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gameplayemotions

emotional associations

arousal, affective

responses

fictionemotions

Putting the Model to Use: Game Design

artifact emotions,,meta emotions‘, ...

The Last of Us (2013)

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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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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.

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• 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.

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Thank you!

Felix Schrö[email protected] @felixjswww.felixschroeter.de

www.cognitivegamestudies.comwww.facebook.com/cognitivegamestudies