Reflexive Play: Complicity, Emotions, and the Limitations of Choice in Video Games

dc.contributor.authorHuk, Darbyen
dc.contributor.departmentFilm and Media (Screen Cultures and Curatorial Studies)en
dc.contributor.supervisorNa, Ali
dc.date.accessioned2021-09-15T14:25:38Z
dc.date.available2021-09-15T14:25:38Z
dc.degree.grantorQueen's University at Kingstonen
dc.description.abstractVideo games stand apart from other narrative media because through play, the audience is not just an audience, but a participant who actively takes part in the narrative as it unfolds. This paper examines complicity and reflexive play in narrative video games. Within these discussions, I define player agency, role-playing games, and I establish a model for identifying different types of choices in games. Specifically, this paper presents case studies on The Witcher 3: Wild Hunt, The Legend of Zelda: Breath of the Wild, and The Last of Us, examining how the decisions – or the lack thereof – affect the emotions of the player. Autoethnography was combined with recent work in the field of game studies to better understand how choices are defined and designed, and how complicity plays a crucial role in the emotional power of video games. This paper brings the discussion of complicity into the foreground of games studies, arguing that the guilt and pride accessible through player complicity sets video games apart from other media.en
dc.description.degreeM.A.en
dc.identifier.urihttp://hdl.handle.net/1974/29420
dc.language.isoengen
dc.relation.ispartofseriesCanadian thesesen
dc.rightsQueen's University's Thesis/Dissertation Non-Exclusive License for Deposit to QSpace and Library and Archives Canadaen
dc.rightsProQuest PhD and Master's Theses International Dissemination Agreementen
dc.rightsIntellectual Property Guidelines at Queen's Universityen
dc.rightsCopying and Preserving Your Thesisen
dc.rightsThis publication is made available by the authority of the copyright owner solely for the purpose of private study and research and may not be copied or reproduced except as permitted by the copyright laws without written authority from the copyright owner.en
dc.rightsCC0 1.0 Universal*
dc.rights.urihttp://creativecommons.org/publicdomain/zero/1.0/*
dc.subjectvideo gameen
dc.subjectrpgen
dc.subjectgamesen
dc.subjectreflexive playen
dc.subjectplayen
dc.subjectgamingen
dc.subjectthe witcheren
dc.subjectthe witcher 3: wild hunten
dc.subjectthe legend of zeldaen
dc.subjectzeldaen
dc.subjectbreath of the wilden
dc.subjectthe last of usen
dc.subjectcomplicityen
dc.subjectchoiceen
dc.subjectchoicesen
dc.subjectdecision makingen
dc.subjectrole playing gamesen
dc.subjectloss aversionen
dc.titleReflexive Play: Complicity, Emotions, and the Limitations of Choice in Video Gamesen
dc.typethesisen
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