Student or educator? Sign up with your school email and get 6 months of Pro free.
Cited by 56Digital Games and MediaNarrative Theory and AnalysisEducational Games and Gamification

The DOI matches its Crossref record; 50 of the 61 references it cites were found in a registry or an index.

The Game of Life: Narrative and Ludic Identity Formation in Computer Games

de Mul, Jos·2015·Representations of Internarrative Identity

Abstract

Human identity is not a self-contained entity hidden in the depths of our inner selves, but is actively constructed in a social world with the aid of various expressions, such as social roles, rituals, clothes, music, and (life) stories. These expressions not only mediate between us and our world ( referentiality ) and between us and our fellow man ( communicability ), but also between us and ourselves ( self-understanding ). Consequently, changes in these mediating structures reflect changes in the relationship between us and our world, in our social relationships, and in our self-conception. These keywords were added by machine and not by the authors. This process is experimental and the keywords may be updated as the learning algorithm improves.

Overview

Integrity signals

Registry

Crossref · 10.1057/9781137462534_10

Cites

50 of 50 references verified0 citation errors · 0 not checkable

Statistics

Recomputing p-values needs the paper’s full text.

Verification

Claims the paper makes

This paper’s full text isn’t openly available, so its claims and self-check weren’t run. The registry and citation checks still apply.

Citations

Cites

Show all 61 references

Research works printed but not linked: 12

  1. Aarseth, Espen. “Nonlinearity and Literary Theory.” Hyper/Text/Theory. Ed. George P. Landow. Baltimore: Johns Hopkins UP, 1994. 51–86. Print.
  2. Alexander, Meena. Fault Lines: A Memoir. New York: Feminist at the City University of New York, 1993. Print.
  3. Barthes, Roland. “Introduction to the Structural Analysis of Narratives.” Image, Music, Text. Trans. Stephen Heath. London: Fontana Paperbacks, 1982. 79–124. Print.
  4. Cameron, Andy. “Dissimulations: The Illusion of Interactivity.” Millennium Film Journal 28. Spring (1995): 33–47. Web. 22 February 2013.
  5. Cortázar, Julio. Hopscotch. New York: Pantheon, 1987. Print,
  6. de Mul, Jos. “The Work of Art in the Age of Digital Reproduction. Some Remarks on the Transformation of the Avant-Garde.” Art, Life and Culture. Ed. B.-N. Oh. Seoul, Korea: Korean Society of Aesthetics & Institute for Arts and Culture Research, College of Humanities, Seoul National University, 2000. 59–80. Print.
  7. Descartes, René. Discourse on Method and the Meditations. Harmondsworth, England: Penguin, 1968. Print.
  8. Maan, Ajit K. Internarrative Identity. Lanham, MD: University Press of America, 1999. Print.
  9. Musil, Robert. The Man Without Qualities (Der Mann Ohne Eigenschaften). Hamburg: Rowohlt, 1952. Print.
  10. Raessens, Joost and Jeffrey H. Goldstein. Handbook of Computer Game Studies. Cambridge, MA: MIT, 2005. Print.
  11. Ricoeur, Paul. Temps et Récit. Vol. III. Paris: Ed. Du Seuil, 1985. Print.
  12. Vanhoozer, Kevin. “Philosophical Antecedents to Ricoeur’s Time and Narrative.” On Paul Ricoeur: Narrative and Interpretation. Ed. David Wood. London: Routledge, 1991. 34–54. Print.

Cited by

Metadata

Authors
de Mul, J.
Venue
Representations of Internarrative Identity
Published
2015
Pages
159-187
OpenAlex
W30049409
Cited by
56
References
61
Citations by year
2025: 3 · 2024: 4 · 2023: 3 · 2022: 2 · 2021: 4 · 2020: 4 · 2019: 4 · 2018: 3 · 2017: 2 · 2016: 3 · 2015: 4
FWCI
25.74
Type
book chapter
Language
en
Open access
closed
Locations
  • Palgrave Macmillan UK eBooks (publishedVersion)
  • EUR Research Repository (Erasmus University Rotterdam) (submittedVersion)
Topics
  • Social Sciences › Sociology and Political Science › Digital Games and Media
  • Social Sciences › Arts and Humanities › Literature and Literary Theory › Narrative Theory and Analysis
  • Social Sciences › Psychology › Developmental and Educational Psychology › Educational Games and Gamification
Keywords
identity construction, video games, narrative, game playing, social identity, self-conception, role-playing games

About these checks

Registry, retraction, Cites and statistics results are computed, not judged, with one exception: a printed reference that no index lists is read once by a model before it counts as a citation error. Claims are extracted by a model and kept only when their quote appears verbatim in the text; each cited source is then checked, with a model’s help, for whether it says what the claim relies on. Those verdicts can be wrong — read the claim’s quote and the cited source before relying on one.

Statistics and arithmetic are recomputed, not judged.

Confidence bands are shown only for fields calibrated on our annotated test set. None is calibrated yet, so no band is shown.

What counts as a claim ›How we measure confidence ›How we check this ›

Are you an author, or do you see a problem with this page? Request a review

Data sources

Bibliographic data: Semantic Scholar, OpenAlex, Crossref.

Contains information from the Semantic Scholar Academic Graph Datasets, made available under the ODC Attribution License (ODC-BY 1.0).

Semantic Scholar’s data is described in: Kinney, R., et al. (2023). The Semantic Scholar Open Data Platform. arXiv:2301.10140.