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Serial Article

DOI data
DOI 10.7336/academicus.2017.16.06
URL https://academicus.edu.al/?subpage=volumes&nr=16
Multiple Resolution:
MR URL https://academicus.edu.al
MR URL https://academicus.edu.al/nr16/Academicus-MMXVII-16-088-104.html
MR URL https://academicus.edu.al/nr16/Academicus-MMXVII-16-088-104.pdf
MR URL mailto:info@academicus.edu.al
MR URL https://academicus.edu.al/images/front_end/academicus.jpg
MR URL https://creativecommons.org/licenses/by-nc-nd/4.0/
Acess Indicators:
OA – Open Access
OA License https://creativecommons.org/licenses/by-nc-nd/4.0/

Journal Data

Full Title
English (eng)
Academicus International Scientific Journal
Publisher (01) Academicus International Scientific Journal
Country of publication Albania (AL)
ISSN 20793715
Product Form Printed Journal (JB)
ISSN 23091088
Product Form Online Journal (JD)

Journal Issue Data
Journal Volume Number 16
Journal Issue Date (YYYY/MM) 2017 / 07
Serial Article Data
Title
English (eng)
Gaming mirrors at play through ludic data-selves
By (author) (A01) Enrico Gandolfi
Affiliation Kent University, Ohio, USA, Dr.
ORCID (21) https://orcid.org/0000-0002-8918-1033
Number of Pages 17
First Page 88
Last Page 104
Language of text English (eng)
Publication Date (YYYY/MM) 2017 / 07
Copyright 2017, Academicus
Abstract
Main description (01)
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.

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