![]() ![]() Medium in particular: a character does not require a specific medium to come into existence.Īuthoritative forces try to shape the overall interpretation of circulating characters transmedially inĬomics, television series, films, games and more through different venues of control, such asĪuthorship, canonisation and ownership or intellectual property. Characters do notĪppear only in games, they migrate from one medium to another. Which characters are constantly produced and reproduced in a variety of media. This study presents a theory about dynamic game characters within a broader character ecology in That facilitates closer inspection and ultimately a better understanding of digital games This study is thus a contribution to the most fundamental level of any researchĮndeavour: attempting to map out (parts of) the research object and develop a language Inspired terminology in the analytical framework is a step towards bridging the gapīetween humanities-based, theoretical game studies, more technical game studies, and It, rather than, for example, on rules, goals, or player experiences. This enables a focus on the environment as a relational system and on integration within To analytical game studies that utilises a functional understanding of the digital object. The relational foundation of the PO-VE model offers a unique and descriptive approach How and why some games, such as Papers, Please and Reigns: Her Majesty, cannot be Wild Hunt, and Reigns: Her Majesty, that each illustrate the depth of the PO-VEįramework, while also clarifying some of the limitations of the framework, including Subway Surfers, ZombiU, LEGO Marvel Super Heroes, Papers, Please, The Witcher 3: The second were close readings of tenĬhosen games from the sample: Space Attack, Altered Beast, Passage, Hotline Miami, To types, genres, and production year of games. ![]() Meet the player object definition, which reveals general trends and patterns according The first was a broad analysis of the 78 of the 99 games in the sample that To illustrate the applicability of the PO-VE model, two levels of application wereĮmployed. The iterative data collection and coding process, which resembled to someĮxtent that of grounded theory, was finally conceptualised into the PO-VE framework, consisting of a general theory of virtual environments as relational systems, a terminology of player objects in virtual environments, and an analysis model thatĬonsists of seven categories related to different aspects of PO-VE relations. Results from observational data iteratively translated into codes from games published between 19, across 32 different platforms, developed in 17 different countries. The games were chosen using a purposive sampling method guided by a pre-conceptualisation of what constitutes an avatar-based game (the initial focus of the study), popular game examples from game studies literature, and certain diversity labels: year of publication, platform, and country of origin. The PO-VE framework results from an analysis and iterative coding process of 99 digital games. In most cases, player objects are dynamic (i.e., their attributes and affordances are altered over time) they can not only move along a single axis, but also be used for navigating the virtual environment along multiple axes and they have some sort of visual presentation, which varies according to the specific visual framing of the player object and the virtual environment. As integrated and movable objects, they consist of attributes (properties such as health, speed, and size) and affordances (possible actions such as running, shooting, and jumping). Within the virtual environment, player objects constitute the player’s point of control. Based on a relational and functional approach, objects are conceived of as integrated in the virtualĮnvironment by being spatially and functionally related to other objects within it, thus emphasising the virtual environment’s relational system-structure. The PO-VE framework encompasses a general theory, a dedicated terminology, and anĪ virtual environment is a navigable geometry and a computational, relational model that represents the relative positions and functions of objects within it. Based on a qualitative analysis of 99 different digital games, this study develops a framework for understanding the functionality and relationships between player objectsĪnd virtual environments, explored in what has been named the PO-VE framework.
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