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.
Overview
Integrity signals
Registry
Cites
Statistics
Verification
Claims the paper makes
Citations
Cites
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Cited by
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
den Boomen, V., Lammes, S., Lehmann, A. S., Raessens, J. F. F., Schaeffer, M. T., Studies, M., Mediatheorie, L., & televisiegeschiedenis, L. F. (2009) · Amsterdam University Press eBooks · doi:10.5117/9789089640680 · Cited by 137
Why Is Virtual Reality Interesting for Philosophers?
Metzinger, T. K. (2018) · Frontiers in Robotics and AI · doi:10.3389/frobt.2018.00101 · Cited by 99
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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
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).”
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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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.