![]() The console was discontinued in 2006, but many of its games and accessories are still available on the market. It featured a wide selection of games and was lauded for its advanced graphics and online capabilities. It was designed to compete with Sony’s PlayStation and Nintendo’s GameCube. Microsoft Nintendo is a game console developed by Microsoft and released in 2000. The game has spawned numerous sequels, spin-offs and other related media such as movies, books and comics. The game follows the player, who must traverse mazes and collect coins while dodging ghosts. It was later ported to other systems such as the Nintendo Entertainment System and Game Boy. Mario Pacman is an arcade game developed by Namco and released in 1983. Edge has been praised for its battery life and speed, allowing for faster page loading and smoother performance than its predecessor. Edge features an intuitive, modern user interface and a variety of tools and features that make it easier to navigate the web. The browser was part of Microsoft’s rebranding of Internet Explorer, and the company was looking to provide a more contemporary browser experience for its users. Microsoft Edge is a web browser developed by Microsoft and released in 2015. This article will discuss their histories, the differences between them and how they are still relevant today. Microsoft Edge and Mario Pacman have been released as online browsers and Microsoft Nintendo as a console game. These iconic video game franchises have provided fun and entertainment to millions of fans around the world and are some of the most recognizable names in the industry. This thesis investigates the relationship between player and video game through player-character relationships, choice-making, and the player's emotional engagement.Microsoft Edge, Mario Pacman, Microsoft Nintendo, and Peter’s video games have been around for a long time and have become popular among gamers of all ages. Specifically, it rethinks the relationship between player and player-character in the context of player choice, emotion, and subjective experience. ![]() It addresses the role the different facets of the player-game relationship play in the player's choice-making processes, as well as the driving factors behind the player's choice-making behaviours in the context of the player's subjectivity, interpretation, and emotional engagement. ![]() This thesis also puts forward a comprehensive method encompassing gameplay analysis, autoethnographic research with a focus on the player-researcher perspective, and ethnographic research in the form of participant observation and semi-structured interviews to enable an in-depth analysis of the different aspects of the gaming experience, offering new ways to address the subjective and emotional dimensions of this experience. ![]() Throughout this thesis, I establish that the dynamics of the player-game relationship in narrative video games are not only informed by, but actively shape the player's engagement with an interactive narrative, drawing on a notion of agency as a communicative, interreactive process in which player and game affect each other reciprocally. The framework of the gaming experience that is formulated in this thesis acknowledges this interreactive relationship and the player's active role of interpretation, meaning-making, and choice-making by setting out the concept of the 'altercharacter' as the entity that is formed through the process of making choices. ![]()
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