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Advisor(s)
Abstract(s)
This paper presents a novel descriptive model for
agency in videogames as communication.
Literature pertaining to interactive works including
videogames has identified the need to overcome
dyadic perspectives of communication in such
works. Research specifically to do with agency has
called for agency to no longer be confused with
freedom of action, for an integrated perspective of
the player and the system, and for that relationship
to be viewed as a conversation. The transactional
model in this paper achieves this by proposing a
nested hierarchy of levels of communication that
operate as an implicit contract, negotiated between
the system and the player, where the object of the
transaction is bio-costs, effected through the
signalling of the attainability of understandings. The
paper describes research antecedents, a research
agenda, the basis for the model, the model itself,
examples of how the model can be used to
describe videogame designs, and future research.
Description
Keywords
Videogames Agency Bio-costs Conversation theory Videogame design Communication