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
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.
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Playful Identities, or the Ludification of Culture
Raessens, J. (2005) · Games and Culture · doi:10.1177/1555412005281779 · Cited by 305
Digital Material : Tracing New Media in Everyday Life and Technology
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“…target, including aesthetic judgement and experience (Shelley, 2015), the philosophy of digital art (Thomson-Jones, 2015), the philosophy of technology (Franssen et al., 2015, section 4.1 in Gualeni, 2015), and media philosophy (Gualeni, 2015, Ch. 7; Heim, 2000; Sandbothe, 2000; de Mul, 2015).”
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Deumert, A. (2014) · Palgrave Macmillan UK eBooks · doi:10.1057/9781137029317_2 · Cited by 52
Rethinking Game Studies: A case study approach to video game play and identification
Shaw, A. (2012) · Critical Studies in Media Communication · doi:10.1080/15295036.2012.701013 · Cited by 48
“Studies of identification in contained video games often rely on textual analyses (de Mul, 2006; McMahan, 2003; Murphy, 2004; Rehak, 2003).”
MethodCommodari, E., Consiglio, A., Cannata, M., & Rosa, V. L. L. (2024) · Journal of Research on Adolescence · doi:10.1111/jora.13034 · Cited by 40
Frissen, V. (2015) · Amsterdam University Press eBooks · doi:10.1515/9789048523030 · Cited by 38
Identity, Identification, and Media Representation in Video Game Play: An audience reception study
Shaw, A. (2010) · ScholarlyCommons (University of Pennsylvania) · Cited by 33
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Crogan, P., & Kennedy, H. (2008) · Games and Culture · doi:10.1177/1555412008325482 · Cited by 24
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Lee, S., Oh, H., Shi, C., & Doh, Y. Y. (2020) · Proceedings of the ACM on Human-Computer Interaction · doi:10.1145/3415169 · Cited by 18
“Players must make certain “actions” to continue playing a game, and this enables players to reflect upon themselves in terms of their avatar [19].”
Narrative Identity and Social Networking Sites
Romele, A. (2014) · Études Ricoeuriennes / Ricoeur Studies · doi:10.5195/errs.2013.202 · Cited by 17
Posthuman Drag: Understanding Cosplay as Social Networking in a Material Culture
Bainbridge, J., & Norris, C. (2013) · Adelaide Research & Scholarship (AR&S) (University of Adelaide) · doi:10.25911/psqd-yr38 · Cited by 17
Immersion and Narrative Design in Educational Games Across Cultures
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Ethics and Practice in Virtual Worlds
Reynolds, R. (2012) · Philosophy of engineering and technology · doi:10.1007/978-94-007-4249-9_10 · Cited by 10
“…suggests that we use virtual worlds as an exploration of self (see also Joinson (2003) on the use of the internet an 'identity workshop'; and De Mul (2005) on ludic identity formation), and that there are there are four main vectors of behavior that users of MMOs exhibit, which we can…”
MethodAn investigation of player to player character identification via personal pronouns
Hitchens, M., Drachen, A., & Richards, D. (2012) · doi:10.1145/2336727.2336738 · Cited by 7
“From first person shooters (e.g. Crysis, Quake), through to third-person action games (e.g. the Tomb Raiderseries), to roleplaying games (e.g. Fallout-, Mass Effect- and Diablo-series), Massively Multiplayer Online Games (MMOGs) like World of Warcraft and Age of Conan, and beyond player characters are central to play…”
InfluentialThe Social Responsibility of Game AI
Cook, M. L. (2021) · IEEE Conference on Games (CoG) · doi:10.1109/cog52621.2021.9619090 · Cited by 7
“This also makes games a healthy place for people to explore and play themselves [16], although games are not entirely safe simply by virtue of being abstract [47].”
Background"He could be a bunny rabbit for all I care": Exploring identification in digital games
Shaw, A. (2011) · TUScholarShare (Temple University) · Cited by 7
Boos, T. (2020) · Geografiska Annaler Series B Human Geography · doi:10.1080/04353684.2020.1775490 · Cited by 6
Serious Games and Their Application in Creating Corporate Identity
Bielenia‐Grajewska, M. (2016) · Springer eBooks · doi:10.1007/978-981-4560-52-8_53-1 · Cited by 5
Cyberpilgrims. The construction of spiritual identity in Cyberspace
Zijderveld, M. C. (2008) · Utrecht University Repository (Utrecht University) · Cited by 5
Wang, Y., Morkūnas, M., & Wei, J. (2024) · Games · doi:10.3390/g15040024 · Cited by 6
“Narrative frameworks in video games are one of the most significant ways that game theory and culture interact [168,169].”
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YILMAZ, E., & POLAT, E. Ç. (2023) · Moment Journal · doi:10.17572/mj2023.1.4882 · Cited by 5
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Pereira, A. B. C. (2017) · Digital Library of Theses and Dissertations (Universidade de São Paulo) · doi:10.11606/t.45.2017.tde-15092017-114725 · Cited by 3
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BackgroundRevisiting Human Identity vis-à-vis AI Evolution
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Metadata
- Authors
- de Mul, J.
- Venue
- Representations of Internarrative Identity
- Publisher
- Palgrave Macmillan UK
- Published
- 2015
- Pages
- 159-187
- OpenAlex
- W30049409
- Semantic Scholar
- dcec72a66c52e8bc25d53df0bbdc15f35da83b13
- 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
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