It has been just shy of 5 years since I began my PhD, and it’s been almost 8 years since I have been working on understanding that weird ‘something’ that I felt between myself as a player and Velixious, my avatar from way back when. Over the years, the research has shifted from a quest for personal understanding to exploring how others felt about their avatars, shifting notions of identity, and finding ways to deconstruct videogame play to understand if, when, and how what I have come to term as ‘hybrid-identity’ occurred.
And now the time has come to lay it all out on the line and defend my work:
Between Play and Design: The emergence of hybrid-identity in single-player videogames
June 29, 2012
9 :30 – 13 :30
This dissertation examines the complex nature of identity in single-player videogames. It introduces the concept of hybrid-identity and proposes an analytical framework to deconstruct gameplay across genres to distinguish moments of identity emergence. Hybrid-identity is a fluid, at times fleeting form of identity that exists between the player and the player-character which is developed during the networked process of videogame play. It necessarily includes the player (experience, play-context, etc.), the game environment (design, mechanics, etc.), and the mediating technology (computer, console, etc.) that facilitates gameplay.
In order to delineate the different aspects of gameplay that contribute to the potential emergence of different types of identity, a multifaceted framework was devised to isolate specific interactions between the player/player-character, player-character/non-playing character, player/game environment, player-character/game environment, and player/player. This framework was coupled with a secondary frame of analysis which included the examination of the specificities of the individual player and the mediating technologies that facilitated gameplay. A systematic analysis of gameplay and design elements of three different games; Mirror’s Edge (DICE, 2008), Alone in the Dark (Eden Games, 2008), and Fable 2 (Lionhead Studios, 2008) was performed to illustrate the varying degrees of identity emergence in different game structures.
For more details on location etc., please contact me via email.