A Social Phenomenology of Non-Player Characters (NPCs) in Videogames.

Non-player characters (NPCs) are a common feature in contemporary videogames, particularly role-playing games (RPGs). Evidence suggests player relationships with these fictional, digital characters can manifest as deeply emotional experiences that can 'bleed' off the screen and affect the daily live...

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Publicado en:Techné: Research in Philosophy & Technology Vol. 27; no. 2; pp. 240 - 260
Autor principal: Scriven, Paul
Formato: Artículo
Publicado: Philosophy Documentation Center 2023
Materias:
Acceso en línea:Ver este registro en EBSCOhost
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        atl: A Social Phenomenology of Non-Player Characters (NPCs) in Videogames.
      aug:
        au: Scriven, Paul
        affil: School of Global, Urban and Social Studies, RMIT University, Melbourne, Australia
      su:
        Phenomenological sociology
        Video games
        Phenomenology
        Roleplaying games
        Emotional experience
      sug:
        subj:
          Phenomenological sociology
          Video games
          Phenomenology
          Roleplaying games
          Emotional experience
      keyword:
        Alfred Schütz
        non-player characters
        NPCs
        phenomenology
        RPGs
        video games
      ab: Non-player characters (NPCs) are a common feature in contemporary videogames, particularly role-playing games (RPGs). Evidence suggests player relationships with these fictional, digital characters can manifest as deeply emotional experiences that can 'bleed' off the screen and affect the daily lives of players. However, research in this area is still in its infancy, and as yet has not been given a thorough conceptual treatment. Applying the sociological phenomenology of Alfred Schütz, this paper will examine the structure of the experiences that players have with NPCs, and how these experiences manifest as meaningful social experiences. By a reconceptualization of the player-NPC relationship as a deeply mediated human-human relationship, this paper aims to build a foundation for further phenomenological study into how players engage with fictional characters in immersive videogame worlds.
      pubtype: Academic Journal
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      src: R
    language: English
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