Gaming mirrors at play through ludic data-selves

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dc.contributor.author Gandolfi, Enrico
dc.date.accessioned 2017-07-08T21:55:49Z
dc.date.available 2017-07-08T21:55:49Z
dc.date.issued 2017-07-03
dc.identifier.issn 2079-3715
dc.identifier.uri http://dspace.epoka.edu.al/handle/1/1790
dc.description.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. en_US
dc.language.iso en en_US
dc.publisher Academicus International Scientific Journal en_US
dc.subject data-self en_US
dc.subject narrative identity en_US
dc.subject qualitative methods en_US
dc.subject personal narration en_US
dc.title Gaming mirrors at play through ludic data-selves en_US
dc.type Article en_US


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