Experiencing narrative elements through social communication in computer based role-playing game – CASE: Castle of oulu 1651

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Abstract

A study on how role-play through narrative elements of social communication can be implemented in a computer-based environment. Contemporary computer role-playing games do not support playing roles in a social aspect. Play is conducted in a functional and task-oriented way due to the design of the gameplay. An experimental role-playing game, Castle of Oulu, 1651 was constructed to test aspects of social play and elements borrowed from more traditional forms of role-play. The aim is to determine some essential elements the players need to assume a role and play towards socially structured goals.

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Vallius, L., Kujanpää, T., & Manninen, T. (2006). Experiencing narrative elements through social communication in computer based role-playing game – CASE: Castle of oulu 1651. In Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics) (Vol. 4326 LNCS, pp. 289–299). Springer Verlag. https://doi.org/10.1007/11944577_29

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