Gaming mirrors at play through ludic data-selves
Gaming mirrors at play through ludic data-selves
Author(s): Enrico GandolfiSubject(s): Social Sciences
Published by: Academicus
Keywords: data-self; narrative identity; qualitative methods; personal narration; self-reflexivity
Summary/Abstract: The focus of the article is on data-self technology in digital entertainment - virtualentities that replicate and/or are influenced by players’ behaviors and actions, workingas agential mirrors on the screen. Little efforts have been done in investigating theirpotential in social research and educational technology; however, data-selves canserve as promising self-revealing tools toward personal identities and narrations.In order to enlighten their effectiveness, a multidisciplinary framework led by thecore concepts of “narrative identity” and “discursive-practical consciousness” isadvanced. The proposal has been tested (pre-post interviews and play sessions) withan empirical exploration involving n:32 participants and the video games Black andWhite 2 and Forza: Motorsprint 5, which include data-self features. Results show thatthis technology can make a difference in engaging and stimulating subjects’ interestand feedback, but further researches are needed to deepen its scope and range ofapplication.
Journal: Academicus International Scientific Journal
- Issue Year: VIII/2017
- Issue No: 16
- Page Range: 88-104
- Page Count: 17
- Language: English