Measuring Player Perceptions of Freedom and Control in Modded and Unmodded Versions of Bethesda’S Skyrim: a Qualitative Play Study
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MEASURING PLAYER PERCEPTIONS OF FREEDOM AND CONTROL IN MODDED AND UNMODDED VERSIONS OF BETHESDA’S SKYRIM: A QUALITATIVE PLAY STUDY by MARK JOHN KRETZSCHMAR B.A. University of Wyoming, 2008 M.A. University of Wyoming, 2010 A dissertation submitted in partial fulfillment of the requirements for the degree of Doctor of Philosophy in the Department of Arts and Humanities in the College of Arts and Humanities at the University of Central Florida Orlando, Florida Spring Term 2019 Major Professors: Anastasia Salter and Mel Stanfill © 2019 Mark Kretzschmar ii ABSTRACT This interdisciplinary dissertation explores perceptions of control in modded and unmodded versions of Bethesda’s sandbox video game Skyrim. Sandbox games are known for greater choice options that suggest greater perceptions of control for gamers. Sandbox games also generally encourage the use of user-generated creations called modifications (mods) that users can download to personalize their games. While we need philosophy to understand and define control as a concept, we also need psychology to understand how users perceive control in media studies. At present, qualitative academic research that measures gamer perceptions of control is non-existent as is research on how users articulate their experiences with mods. Interviews were conducted with twenty-seven individuals who identified as gamers to analyze these perceptions of control in a game like Skyrim. The first chapter is introductory and outlines key terms for the dissertation as well as the play study’s methodology. The second chapter examines philosophical and psychological perceptions of control that correspond with negative freedom (freedom from) and positive freedom (freedom to). While no game can promise radical free will because they have been programmed in advance, the information here may be used to demonstrate how perceptions of control might influence game design. The third chapter continues this exploration of perceived control through genre analysis, revealing the relationship between greater perceptions of control and mod support in sandbox video games. The fourth chapter presents the first two findings from the play study that demonstrate how mods influence player perceptions of control. The fifth chapter reveals how gamers of the play study discuss their perceptions of control video games in their own words with an emphasis on positive and negative freedom and generic conventions. The final chapter provides challenges for game design and scholarly qualitative analysis for future research based on findings in the play study. iii ACKNOWLEDGMENTS As I reflect on this process, I was almost burnt out with the medium that enticed me to enter academia. However, as I kept writing and researching, my relationship with games improved dramatically. After completing this dissertation, I am now not just a scholar of game studies, but a fan once again. Of course, this journey would not have been possible without the support of many people. I am thankful for my committee that made this dissertation possible. I am grateful to my co- chair, Dr. Anastasia Salter, who was beyond encouraging during several rounds of revisions. I am especially appreciative for her guidance in highlighting the importance of genre studies in video game studies. My other co-chair, Dr. Mel Stanfill, was instrumental in pushing my thoughts and research in qualitative analysis. The strength and commitment to my play study’s data was influenced by Mel’s guidance. I would also like to thank Dr. Bruce Janz, who encouraged me to consider perceptions of freedom as opposed to isolated examples of free will. Bruce’s guidance went a long way in shaping my philosophical understanding of perceptions of control in video games. Finally, thank you to Dr. Hector Postigo, whose research on mods encouraged me to develop my own interpretations. Additionally, thank you for stepping in to be my external member when my dissertation began to take shape. I am thankful to the staff of the Texts and Technology program. Many individuals in the program, RICHES, and CHDR exposed me to multiple aspects of the Digital Humanities that have molded me into the scholar that I am today. Additionally, thank you to Texts and Technology for granting me a dissertation award to fund my research. It would not have been possible without you. I must also thank my friends and colleagues in the Texts and Technology program (you all know who you are). At various stages during this process, you have been confidants, foodies, editors, sounding boards, mentors, and gym buddies. I could not have made it this far without any of you. Finally, and most importantly, I am grateful to my family during this process. You never allowed me to give in to self-doubt and always pushed me to keep advancing. This extends to my golden retrievers. I am pretty sure that dropping my shoes on my head to wake me up in the morning was their way of saying, “Get to work.” Chattie and Chambers, this also extends to your parents, Chaucer and Lily, who we unfortunately lost during the Ph.D. Ultimately, I would not have made it this far without the contributions of many people. Thank you for believing in me. Now let us see what the future brings. iv TABLE OF CONTENTS LIST OF FIGURES ..................................................................................................................... viii PREFACE: THE RISE AND FALL OF THE ‘MERICAN SPACE EAGLES ............................. 1 CHAPTER ONE: INTRODUCTION AND METHODOLOGY ................................................... 5 Defining Control for Philosophers and Psychologists ................................................................ 5 Control’s Role in Media Studies and Player Engagement ........................................................ 12 Perceptions of Control in Video Game Choices and Genres .................................................... 17 Video Game Modifications ....................................................................................................... 20 Experimental Philosophy Research ........................................................................................... 26 Background of Qualitative Analysis ......................................................................................... 31 Enter Bethesda’s Skyrim............................................................................................................ 33 Methodology ............................................................................................................................. 38 In-Game Observations ........................................................................................................... 42 Participant Interviews ............................................................................................................ 43 Chapter Breakdown ................................................................................................................... 46 CHAPTER TWO: PERCEPTIONS OF CONTROL AND FREEDOM IN DIGITAL WORLDS ....................................................................................................................................................... 51 All Video Games Are Compatibilistic ...................................................................................... 54 Perceptions of Control and Freedom ......................................................................................... 69 What Representations of Negative Freedom Might Resemble in Video Games ...................... 72 v What Representations of Positive Freedom Might Resemble in Video Games ........................ 79 The Roles of Control and Freedom in Qualitative Analysis ..................................................... 84 Conclusion ................................................................................................................................. 90 CHAPTER THREE: VIDEO GAME MODS: PANDORA’S BOX TO GREATER PERCEPTIONS OF CONTROL IN SANDBOX GAME DESIGN ............................................ 93 Introduction ............................................................................................................................... 93 Perceptions of Control Exist in Even the Most Restrictive Games .......................................... 96 Video Game Perceptions of Control and Game Design Through Genre ................................ 100 Genres and Control: From On-Rails to the Sandbox .............................................................. 105 Mods as Remix Culture and the Commodification of Control in Sandbox Games ................ 112 Conclusion ............................................................................................................................... 120 CHAPTER FOUR: FIRST PLAY STUDY RESULTS: WHAT CAN MODS IN A SANDBOX GAME REVEAL ABOUT PLAYER PERCEPTIONS OF CONTROL? ................................. 123 Play Study Findings on Enjoyment and Perceived Control .................................................... 124 The Mod Outliers .................................................................................................................... 125 The Other Mod Participants .................................................................................................... 127 Mods as Protein Powder: Negligible Impact, Supplements, and Needs ................................. 134 Conclusion ............................................................................................................................... 143 CHAPTER FIVE: