New Media & Society · 2020 · 18 citations · 13 references
Social SciencesCommunicationCultural StudiesDigital Culture StudiesHuman-computer InteractionInterpersonal CommunicationGaming CultureVideo Game CultureVideo Game StudiesVirtual WorldsGameplay ExperiencePlayer IdentitySemi-structured InterviewsTechnological Artefacts
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, online and offline, semi-structured interviews with players of two single player, role-playing videogames – The Witcher and Dragon Age – and other players’ anonymous posts on various websites. The analysis illustrates the different ways in which players humanise non-playable videogame characters (NPCs) and the ways these impede on their offline relationships. Finally, the analysis shows that the meaningful interactions with videogame characters affect players’ human relationships and, thus, blur the boundaries between humans and nonhumans, and reality and virtuality.
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Our posthuman future: consequences of the biotechnology revolution
Choice Reviews Online · 2002 · 1.8K citations
Bukimi no tani [the uncanny valley]
Masahiro Mori · Energy · 1970 · 1.5K citations
The second self: Computers and the human spirit
William D. Taylor, Suzanne K. Damarin · ECTJ · 1985 · 1K citations
Humanities, Philosophy, Psychology +14
Procreative Beneficence: Why We Should Select the Best Children
Julian Savulescu · Bioethics · 2001 · 861 citations