2014
DOI: 10.4018/978-1-4666-5150-0.ch009
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Friends and Rivals

Abstract: This chapter explores how through both narrative and gameplay mechanics, BioWare’s 2011 digital role-playing game Dragon Age II seeks to help players redefine their understanding of ethics in terms of human emotion and interaction. These interaction-based ethics are the product of our desire to situate ourselves within a social community rather than on an abstract continuum of universal “right” and “wrong.” The ambiguity contained within the friendship-rivalry system factionalizes Hawke and his/her companions,… Show more

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Cited by 2 publications
(1 citation statement)
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“…Below, I examine how single‐player video games act as complex, interactive stories in which a player must act as a leader, a follower, or, depending on the game, both. In single‐player games, the player's actions and decisions help build the game's story, its ludonarrative , or “play‐story” (Bezio, 2014, p. 147; Juul, 2001). Unlike in a film or novel, the player is agentic, and the actions they take alter the outcome (to greater or lesser degrees).…”
Section: Empathy Interactivity and Imaginationmentioning
confidence: 99%
“…Below, I examine how single‐player video games act as complex, interactive stories in which a player must act as a leader, a follower, or, depending on the game, both. In single‐player games, the player's actions and decisions help build the game's story, its ludonarrative , or “play‐story” (Bezio, 2014, p. 147; Juul, 2001). Unlike in a film or novel, the player is agentic, and the actions they take alter the outcome (to greater or lesser degrees).…”
Section: Empathy Interactivity and Imaginationmentioning
confidence: 99%