2016
DOI: 10.1353/aq.2016.0062
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Heroes of the Open (Third) World: Killing as Pleasure in Ubisoft’s Far Cry Series

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Cited by 6 publications
(4 citation statements)
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“…Each game is from an established franchise for which gamers might have salient expectations for play (made even more salient by recruiting respondents from active game franchise communities), yet the games have different mechanics that should vary in their potential to evoke hedonic and eudaimonic entertainment states-some games from these franchises have already been used in prior work to study different eudaimonic outcomes: The Legend of Zelda (Bopp et al, 2016(Bopp et al, , 2018Rogers et al, 2017), Mass Effect (Possler et al, 2020), and Final Fantasy (Bopp et al, 2016;Rogers et al, 2017). Far Cry served somewhat as a "border case" in that games in the franchise feature notable characters and landscapes likely to foster eudaimonia, but with gameplay focused on the action-based "jump, run, aim, shoot" game loop (Patterson, 2016) more aligned with hedonic enjoyment. Likewise, Forza Horizon is a racing game with online components, for which we presumed challenge and competition be focal to gaming experiences-in the context of the current study, we would presume hedonic enjoyment to be a more relevant expectation for games in the series.…”
Section: Methodsmentioning
confidence: 99%
“…Each game is from an established franchise for which gamers might have salient expectations for play (made even more salient by recruiting respondents from active game franchise communities), yet the games have different mechanics that should vary in their potential to evoke hedonic and eudaimonic entertainment states-some games from these franchises have already been used in prior work to study different eudaimonic outcomes: The Legend of Zelda (Bopp et al, 2016(Bopp et al, , 2018Rogers et al, 2017), Mass Effect (Possler et al, 2020), and Final Fantasy (Bopp et al, 2016;Rogers et al, 2017). Far Cry served somewhat as a "border case" in that games in the franchise feature notable characters and landscapes likely to foster eudaimonia, but with gameplay focused on the action-based "jump, run, aim, shoot" game loop (Patterson, 2016) more aligned with hedonic enjoyment. Likewise, Forza Horizon is a racing game with online components, for which we presumed challenge and competition be focal to gaming experiences-in the context of the current study, we would presume hedonic enjoyment to be a more relevant expectation for games in the series.…”
Section: Methodsmentioning
confidence: 99%
“…23 Scholars have also recorded a number of games using the appropriation aesthetic, including Far Cry 4 (2014), Crysis (2007), Dead Island (2011), Custer's Revenge (1982), Turok: Dinosaur Hunter (1998) and Assassin's Creed III (2012). 24,25 To counteract the "literature of dominance" Dr Elizabeth LaPensée advocates for 'Reciprocal development methodology', a process of game development that includes a genuine community of collaborators. This methodology ensures meaningful contribution to games with Indigenous content while also supporting social and/ or economic renewal for those communities.…”
Section: Kaupapa Māori Game Development Methodologymentioning
confidence: 99%
“…u. a. Cremin 2016: 58;Patterson 2016;Mitchell 2018). Im Kontext der suggerierten Dringlichkeit übernimmt die Spielerin die ausführende Schlüsselfunktion im sukzessiven Befreien bzw.…”
Section: »Wie Der Raum Zu Sein«: Die Spielerin Als Nomadinunclassified
“…u. a. Patterson 2016;Mukherjee 2017: 29-46;Mitchell 2018: 27). Nach Souvik Mukherjee (2017: 30-31) ist ein wesentliches Problem die Mehrdeutigkeit bzw.…”
Section: »Wie Der Raum Zu Sein«: Die Spielerin Als Nomadinunclassified