2012
DOI: 10.1002/cb.392
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Play as co‐created narrative in computer game consumption: The hero's journey in Warcraft III

Abstract: Computer games are now a significant consumption activity in consumer culture. Informed by interdisciplinary studies and drawing on data from in‐depth interviews with players of the Warcraft III computer game, we explore the relationship between play and storytelling during digital play. Understanding that such play is determined by systems of game rules and that computer game characters and settings are capable of conveying cultural meanings to players, we found that the rules of play in computer games can be… Show more

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Cited by 60 publications
(36 citation statements)
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“…Thus, when reading or viewing a story, consumers may implicitly be acting as story‐builders by selecting and integrating available sources (Chronis, ). In computer game consumption, where cocreation is necessary to the actual unfold of the story, the game experience is seen as the complex result of narrative storytelling and play whereby consumers participate in an explicit, interactive coauthoring storytelling (Buchanan‐Oliver & Seo, ; Seo, Buchanan‐Oliver, & Fam, ). Such coauthoring allows for greater identification (and thus connection) with the characters of the plot (Kuo, Hiler, & Lutz, ).…”
Section: Discussionmentioning
confidence: 99%
“…Thus, when reading or viewing a story, consumers may implicitly be acting as story‐builders by selecting and integrating available sources (Chronis, ). In computer game consumption, where cocreation is necessary to the actual unfold of the story, the game experience is seen as the complex result of narrative storytelling and play whereby consumers participate in an explicit, interactive coauthoring storytelling (Buchanan‐Oliver & Seo, ; Seo, Buchanan‐Oliver, & Fam, ). Such coauthoring allows for greater identification (and thus connection) with the characters of the plot (Kuo, Hiler, & Lutz, ).…”
Section: Discussionmentioning
confidence: 99%
“…Viewed in this way, sustained consumption of media and video games might be a consequence of deficiencies in the self‐regulation process, which in turn leads to habit formation (LaRose, Lin, & Eastin, ; Lee & LaRose, ). The importance of optimal interaction between the player, narrative, and gameplay elements in motivating consumption has also been highlighted by several authors, notably including Buchanan‐Oliver and Seo () and Kuo, Hiler, and Lutz ().…”
Section: Introductionmentioning
confidence: 93%
“…For example, having just finished on this floor, I saw that the cemeteries were moved inside [the cities], with laws of Leon the Wise or Theodosios earlier (Male,58) Pieces of information, such as the movement of cemeteries, are used by visitors to fill existing gaps and to move the master Byzantine narrative toward completion. Engagement of consumers with "textual gaps" has been also identified by Buchanan-Oliver and Seo (2012) in their analysis of co-creation in computer games. Kozinets et al (2002) refer to "ellipticality," as the property of narrative structures that "leaves out particular elements, omitting details in the service of providing the retail customer with the experience of "aporia" or gaps in meaning that call out to the reader or audience to fill them" (p. 23).…”
Section: Completingmentioning
confidence: 97%
“…By extension, the meaning of narratives and their significance is founded on the "intersection of the world of the text and the world of the reader" (Ricoeur, 1991: 26). In their association with narratives, therefore, consumers not only think narratively (Woodside et al, 2008), but they are active story-builders who select and integrate available sources (Chronis, 2012), act as co-authors influencing the development of characters and plot (Buchanan-Oliver and Seo, 2012), and refigure commercial master narratives by bringing their own interpretations and biases (Chronis et al, 2012).…”
Section: Theoretical Backgroundmentioning
confidence: 99%