2020
DOI: 10.1177/1461444820912388
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Post-human encounters: Humanising the technological Other in videogames

Abstract: Whether we are talking about Alexa, chat bots or a videogame character, technological artefacts are increasingly being developed to mimic different aspects of being human. However, research on people’s experience with such technologies and the cultural imaginations of what makes them human remains underdeveloped. Guided by a reexamination of the sociocultural concept of the Other, this article empirically studies how and why players humanise non-playable videogame characters. The analysis is based on 21, onlin… Show more

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Cited by 11 publications
(5 citation statements)
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References 17 publications
(21 reference statements)
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“…The children's lack of socialization during the pandemic lockdown could explain their enthusiasm about playing and interacting with the game characters as with their real-world friends. The affective attachment to and subjectification (Coanda & Aupers, 2021) of AC:NH characters also often motivated the children to utilize external platforms, such as fan sites and social media gamers' content to explore and pursue such ends as acquiring desirable game characters as their villagers. Besides children's admiration of AC:NH's kawaii design, they relished the underlying educational elements of the game, which helped them to learn more about living things and cultural values as well as basic economics (Mateer & O'Roark, 2020) as they expanded and maintained their virtual islands.…”
Section: Discussionmentioning
confidence: 99%
“…The children's lack of socialization during the pandemic lockdown could explain their enthusiasm about playing and interacting with the game characters as with their real-world friends. The affective attachment to and subjectification (Coanda & Aupers, 2021) of AC:NH characters also often motivated the children to utilize external platforms, such as fan sites and social media gamers' content to explore and pursue such ends as acquiring desirable game characters as their villagers. Besides children's admiration of AC:NH's kawaii design, they relished the underlying educational elements of the game, which helped them to learn more about living things and cultural values as well as basic economics (Mateer & O'Roark, 2020) as they expanded and maintained their virtual islands.…”
Section: Discussionmentioning
confidence: 99%
“…Up until these 'why' questions, the landscape created has been revealed uncritically by participants. With the introduction of 'why' questions, participants are given the opportunity to critique each aspect of the created landscape, its timeline, the three-dimensional space, the "non-playable" characters (in video game terminology [63]), accumulated objects, and the routes that have been devised-similar to using Google Street View [64]. In answering these prompted questions, the avatar of the participant's initial character description becomes a responsible actor in a personal narrative plot.…”
Section: Analysis Of the Methodsmentioning
confidence: 99%
“…Up until these ‛why' questions, the landscape created has been revealed uncritically by participants. With the introduction of ‛why' questions, participants are given the opportunity to critique each aspect of the created landscape, its timeline, the three dimensional space, the "non-playable" characters (video game terminology [155]), accumulated objects, and the routes that have been devised-similar to using Google Street View [156]. In answering these prompted questions, the avatar of the participant's initial character description becomes a responsible actor in a personal narrative plot.…”
Section: Methodsmentioning
confidence: 99%