Gaming mirrors at play through ludic data-selves

Journal Title: Academicus - International Scientific Journal - Year 2017, Vol 8, Issue 16

Abstract

The focus of the article is on data-self technology in digital entertainment - virtual entities that replicate and/or are influenced by players’ behaviors and actions, working as agential mirrors on the screen. Little efforts have been done in investigating their potential in social research and educational technology; however, data-selves can serve as promising self-revealing tools toward personal identities and narrations. In order to enlighten their effectiveness, a multidisciplinary framework led by the core concepts of “narrative identity” and “discursive-practical consciousness” is advanced. The proposal has been tested (pre-post interviews and play sessions) with an empirical exploration involving n:32 participants and the video games Black and White 2 and Forza: Motorsprint 5, which include data-self features. Results show that this technology can make a difference in engaging and stimulating subjects’ interest and feedback, but further researches are needed to deepen its scope and range of application.

Authors and Affiliations

Enrico Gandolfi

Keywords

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  • EP ID EP193471
  • DOI 10.7336/academicus.2017.16.06
  • Views 126
  • Downloads 0

How To Cite

Enrico Gandolfi (2017). Gaming mirrors at play through ludic data-selves. Academicus - International Scientific Journal, 8(16), 88-104. https://europub.co.uk/articles/-A-193471