Aarsand Simonsen

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    Aarsand Simonsen - Presentation Transcript

    1. Players animation in computer gaming - real/virtual and subject/object in interaction Pål André Aarsand (palaa@tema.liu.se) Department of Child Studies
    2. Social interaction and computer gaming
      • The magic circle
        • Temporally and spatially delimited from its surroundings (Huizinga, 1949; Goffman, 1961)
        • Video games only take place on the screen (Juul, 2001; 2005)
      • Activity frames (Goffman, 1974)
        • What is seen as game by the participants
        • Guide the activity at hand
      • Borderwork (Barth, 1969)
        • What is not me/us
    3. Methodology
      • Everyday life of working families in Italy, Sweden and the US
      • 8 Swedish families
        • 22 children
        • 16 adults (two working adults in each family)
      • Data
        • Videorecordings
        • Interviews
    4. Animation & active noising
      • Animation
        • ...as if they were talking on behalf of their avatar (Aarsand & Aronsson, 2007)
        • ...verbally adresse characters in the computer game as if they were co-present (Turkle, 1984)
      • Active noising
        • ‘ sounds made by the participants to represent something specific’ (O'Reilly, 2005: 754)
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    9. Borderwork in gaming
      • Real/virtual
        • Active nosing and animation show how gamers adresses and orient to aspect outside the screen
        • Displaying involvment part of framing the activity as gaming
      • Subject/object
        • Animation: where does the subject end?
        • Acting in virtual landscapes
      • Real/virtual and subject/object are dynamic fields in which these distinctions are negotiated

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