2017
DOI: 10.1177/0270467618819685
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“Is It Too Much to Ask That We’re Allowed to Win the Game?”: Character Attachment and Agency in theMass Effect 3Ending Controversy

Abstract: The interaction between the concepts of character attachment, agency, and choice in a video game narrative was investigated using BioWare’s Mass Effect trilogy. Posts on a BioWare forum discussing the depiction of their player characters in the ending sequences of Mass Effect 3, the final game in the trilogy, were downloaded and analyzed using thematic analysis. Players demonstrated emotional attachment for the characters and narrative and expected to see the consequences of their choices play out, as in the p… Show more

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Cited by 7 publications
(7 citation statements)
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References 41 publications
(67 reference statements)
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“…Secondly this research aimed to demonstrate the evaluation of this game in class and analyse feedbacks given by students through thematic analysis. Thematic analysis enables a thorough examination of the feedback data (Braun & Clarke, 2006), and can be applied to various forms of qualitative data (Burgess & Jones, 2017). Researchers can acquire an in-depth understanding of the various elements of the game being discussed by participants by identifying and evaluating themes in the feedback (Burgess & Jones, 2017;Jones et al, 2023).…”
Section: B Research Objectivesmentioning
confidence: 99%
“…Secondly this research aimed to demonstrate the evaluation of this game in class and analyse feedbacks given by students through thematic analysis. Thematic analysis enables a thorough examination of the feedback data (Braun & Clarke, 2006), and can be applied to various forms of qualitative data (Burgess & Jones, 2017). Researchers can acquire an in-depth understanding of the various elements of the game being discussed by participants by identifying and evaluating themes in the feedback (Burgess & Jones, 2017;Jones et al, 2023).…”
Section: B Research Objectivesmentioning
confidence: 99%
“…An autoethnographic account by de Wildt et al (2019) provides several examples of the interpersonal intimacy common for players engaging their avatars as authentic social Others. Burgess and Jones (2018) found evidence of players feeling that their avatar "broke character" during gameplay-that the avatar had a distinct personality from the player, but often times were forced to act "out of character" by either the player's or the game designers' hands.…”
Section: Avatar-as-othermentioning
confidence: 99%
“…While studies on the player-character relationship itself are lacking, there are several works that investigate particular variables of the player-character relationship, such as character attachment (Lewis et al, 2008 ; Burgess and Jones, 2017 ; Bopp et al, 2019 ) or identification (Shaw, 2011 ; Boudreau, 2012 ). In Lewis' work, a measurement of character attachment is introduced, encompassing the dimensions of identification/friendship, suspension of disbelief, control, and responsibility (Lewis et al, 2008 ).…”
Section: Introductionmentioning
confidence: 99%
“…An alterbiography describes how the players create their own narrative about the subject in the game through making sense of narrative clues and elements presented in the game (Calleja, 2009 ). Finally, Burgess and Jones ( 2017 )'s work is interesting as it investigated character attachment and agency in a specific game case study of a controversy surrounding the ending of Mass Effect 3 . They performed a thematic analysis of online reviews and the resulting themes point to the importance of the player-character relationship in the overall satisfaction of the game.…”
Section: Introductionmentioning
confidence: 99%
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