The Formation of Projective Identity Through Meaningful Choices in Digital Games
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The Formation of Projective Identity through Meaningful Choices in Digital Games Amelia Jati Robert Jupit PhD University of York Computer Science January 2019 for my little angels who are in heaven, Angel, Jordan, Elena and Daniel I love you with all my heart, mind and soul Abstract Many digital games allow players to play different characters, using different identities from their real world. There have been many studies on players' in-game identity, but these studies do not typically define what players' identity is. On the other hand, Gee analysed his experiences playing games and coined the term projective identity, an amalgamation of both players' and their in-game character identity. Nonetheless, there has been no empirical study on whether Gee's concept of projective identity held for other players as well. Thus, this PhD research investigates whether players form a projective identity in the games that they play. The first study investigates how players formed their identity in their favourite game and found that players projected their identity through the meaningful choices that they made when they played. This discovery then led to the second study investigating how players enacted their meaningful choices and their rationale for making these choices in their favourite games. This study found that players' choice in the game are usually meaningful and personal to themselves as they can express their thoughts in action. As players' game choice possibly shaped their meaningful choices in the game, the third study sought to investigate how players' choice of games can affect their projective identity. It discovered that when players could experience the motivation, context, sensibilities, expression and achievement aspects in fulfilling their game expectations, players could then declare that the chosen game was a favourite game to form their projective identity in the game. With this empirical support for Gee's concept of projective identity, the PhD research has provided a solid foundation for future studies on in-game identity and how projective identity can be further developed in digital games. iii Contents Abstract iii List of Figures viii List of Tables ix Acknowledgements xiii Declaration xv Abbreviations xvii Glossary xix 1 Introduction1 1.1 Research Motivation..............................6 1.2 Research Question...............................7 1.3 Research Approach...............................9 1.4 Research Methodology............................. 10 1.5 Research Scope................................. 12 1.6 Research Contributions............................ 12 1.7 Ethical Statement............................... 13 2 Literature Review 15 2.1 Self and Identity................................ 16 2.2 Identity and Identification........................... 20 2.3 The Problem with Genres in Identity Studies................ 24 2.4 Identitification with in-game characters and avatars............ 27 2.4.1 Character and avatar customisation................. 31 2.4.2 Gender exploration........................... 33 v Contents 2.4.3 Narrative Settings........................... 36 2.5 Projective Identity............................... 39 2.6 Summary.................................... 43 3 Identity Formation Study 45 3.1 Methodology.................................. 46 3.1.1 Participants............................... 46 3.1.2 Brief Description of the Favourite Games.............. 48 3.1.3 Interview Schedule........................... 54 3.1.4 Procedure................................ 55 3.1.5 Transcription of Interviews...................... 56 3.2 Grounded Theory................................ 56 3.3 Meaningful Choices in Projective Identity.................. 59 3.4 Detailed Descriptions of the Theory..................... 62 3.4.1 Character................................ 62 3.4.2 Goals.................................. 65 3.4.3 Gameplay................................ 67 3.4.4 Completion............................... 77 3.5 Discussion.................................... 79 3.5.1 Meaningful Choices in Games..................... 79 3.5.2 Comparison with Existing Literature................. 80 3.5.3 Limitation of Study.......................... 82 3.5.4 Summary................................ 83 4 In-Game Choices Study 85 4.1 Methodology.................................. 86 4.1.1 Post-game Player Commentaries................... 86 4.1.2 Participants............................... 87 4.1.3 Brief description on the chosen games................ 88 4.1.4 Materials................................ 94 4.1.5 Procedure................................ 95 4.1.6 Transcription of Commentaries.................... 97 4.2 Data Analysis.................................. 97 4.2.1 Six Phases of Thematic Analysis................... 98 4.3 Detailed Description of the Themes...................... 103 4.3.1 Accomplishment of Goals....................... 103 4.3.2 Contemplation before action..................... 105 vi Contents 4.3.3 Management of in-game resources.................. 108 4.3.4 Continuation of play.......................... 111 4.4 Discussion.................................... 114 4.4.1 Summary for players' meaningful choices............... 114 4.4.2 Players' chosen games and genres................... 118 4.4.3 Comparison with existing literature................. 120 4.5 Summary.................................... 123 5 Players' Expectations Study 125 5.1 Methodology.................................. 126 5.1.1 Participants............................... 126 5.1.2 Materials................................ 127 5.1.3 Procedure................................ 129 5.1.4 Transcription of Interviews...................... 130 5.2 Data Analysis.................................. 130 5.3 Fulfilment of Players' Expectations...................... 131 5.4 Detailed Descriptions of the Theory..................... 133 5.4.1 Motivation of Play........................... 134 5.4.2 Context of Play............................. 136 5.4.3 Personal Sensibility.......................... 138 5.4.4 Self-direction of Expression...................... 144 5.4.5 Showcase for Achievements...................... 146 5.5 Discussion.................................... 152 5.5.1 Identity Formation and Players' Expectations studies....... 152 5.5.2 Comparison with studies on players' motivation in games..... 153 5.6 Summary.................................... 156 6 Conclusion and Future Work 157 6.1 Answering the Research Question....................... 158 6.2 Research Contributions............................ 159 6.3 Limitations and Future Work......................... 161 6.4 Concluding Remarks.............................. 164 Appendix 167 A Informed Consent for Gaming Experience Study 167 B Demographic Questionnaire 169 vii Contents C Initial Interview Questions for Identity Formation Study 171 D Final Revision of Interview Questions for Identity Formation Study 177 E Informed Consent for Gaming Experience Study 179 F In-Game Choices Study: Script 181 G Questions for In-Game Choices Study 183 H Informed Consent for Gaming Experience Study 185 I Semi-Structured Interview Questions for Players' Expectations Study187 References 189 viii List of Figures 3.1 The character walking through the post-apocalypse wasteland (Horti, 2018) 49 3.2 Players can choose the conversation from the dialogue wheel (Serialhobbyiste, 2015)............................. 51 3.3 Player 1 with three red Olo lives versus Player 2 with four blue Olo lives left (`Olo', 2020)................................ 52 3.4 Line drawn on the race track for the players' car to follow in the race... 53 3.5 Meaningful Choices, being the central theme of the grounded theory, a key to players' identity in digital games...................... 59 4.1 Plants versus zombies in Ancient Egypt (Loveridge, 2013)......... 90 4.2 Players' view of their empire and quest (Google Play Store, 2015)..... 91 4.3 Players' view of their Roman empire (T. Erikson, 2010).......... 92 4.4 Players' view of the character Enzio fighting with a soldier in Renaissance Italy (Good, 2020)............................... 94 4.5 The player choosing a command for Cloud to fight with the enemy (Ifrit, 2019)....................................... 95 4.6 Players' meaningful choices through their goals, thoughts, management and continuance................................ 115 5.1 Fulfilment of Players' Expectations, being the central theme of the grounded theory................................ 132 ix List of Tables 3.1 Demographics of Participants Interviewed.................. 48 3.2 Aspects of Character.............................. 62 3.3 Aspects of Goals................................ 65 3.4 Aspects of Gameplay.............................. 67 3.5 Aspects of Completion............................. 77 4.1 Demographics of Participants......................... 88 4.2 Participant (P) in the corresponding sub themes.............. 102 5.1 Demographic of interviewed participants................... 127 5.2 Participants and their favourite games.................... 128 xi Acknowledgements Father in heaven, thank You for giving me this opportunity to pursue my PhD studies at the University of York. I thank You for blessing me with a superb supervisor, Paul Cairns, for his patience and guidance throughout these years. He had pushed me when I was slow in progress, picked me when I stumbled, inspired me with his numerous metaphors and provided me with the `magical box' aka the Kleenex in times of needs. Thank You for my husband, Valentine who had put his