Videogame agency as a bio-costs contract

Detalhes bibliográficos
Autor(a) principal: Neves, Pedro Pinto
Data de Publicação: 2018
Outros Autores: Morgado, Leonel, Zagalo, Nelson
Tipo de documento: Artigo
Idioma: eng
Título da fonte: Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos)
Texto Completo: http://hdl.handle.net/10400.2/14645
Resumo: 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.
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spelling Videogame agency as a bio-costs contractVideogamesAgencyBio-costsConversation theoryVideogame designCommunicationThis 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.Repositório AbertoNeves, Pedro PintoMorgado, LeonelZagalo, Nelson2023-07-26T08:57:27Z2018-12-132023-07-24T14:59:17Z2018-12-13T00:00:00Zinfo:eu-repo/semantics/publishedVersioninfo:eu-repo/semantics/articleapplication/pdfhttp://hdl.handle.net/10400.2/14645eng2183-0088cv-prod-12370610.7559/citarj.v10i1.5242-s2.0-85073347180000453670800002P-00P-ZCGinfo:eu-repo/semantics/openAccessreponame:Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos)instname:Agência para a Sociedade do Conhecimento (UMIC) - FCT - Sociedade da Informaçãoinstacron:RCAAP2023-11-16T15:47:48Zoai:repositorioaberto.uab.pt:10400.2/14645Portal AgregadorONGhttps://www.rcaap.pt/oai/openaireopendoar:71602024-03-19T22:53:25.632179Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos) - Agência para a Sociedade do Conhecimento (UMIC) - FCT - Sociedade da Informaçãofalse
dc.title.none.fl_str_mv Videogame agency as a bio-costs contract
title Videogame agency as a bio-costs contract
spellingShingle Videogame agency as a bio-costs contract
Neves, Pedro Pinto
Videogames
Agency
Bio-costs
Conversation theory
Videogame design
Communication
title_short Videogame agency as a bio-costs contract
title_full Videogame agency as a bio-costs contract
title_fullStr Videogame agency as a bio-costs contract
title_full_unstemmed Videogame agency as a bio-costs contract
title_sort Videogame agency as a bio-costs contract
author Neves, Pedro Pinto
author_facet Neves, Pedro Pinto
Morgado, Leonel
Zagalo, Nelson
author_role author
author2 Morgado, Leonel
Zagalo, Nelson
author2_role author
author
dc.contributor.none.fl_str_mv Repositório Aberto
dc.contributor.author.fl_str_mv Neves, Pedro Pinto
Morgado, Leonel
Zagalo, Nelson
dc.subject.por.fl_str_mv Videogames
Agency
Bio-costs
Conversation theory
Videogame design
Communication
topic Videogames
Agency
Bio-costs
Conversation theory
Videogame design
Communication
description 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.
publishDate 2018
dc.date.none.fl_str_mv 2018-12-13
2018-12-13T00:00:00Z
2023-07-26T08:57:27Z
2023-07-24T14:59:17Z
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cv-prod-123706
10.7559/citarj.v10i1.524
2-s2.0-85073347180
000453670800002
P-00P-ZCG
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