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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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Cited by
Playful Identities, or the Ludification of Culture
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Digital Material : Tracing New Media in Everyday Life and Technology
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BackgroundInfluentialThe performance of a ludic self on social network(ing) sites
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
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“Studies of identification in contained video games often rely on textual analyses (de Mul, 2006; McMahan, 2003; Murphy, 2004; Rehak, 2003).”
Method
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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