{"id":4188,"date":"2018-01-30T11:11:29","date_gmt":"2018-01-30T09:11:29","guid":{"rendered":"http:\/\/playlab.uta.fi\/?p=4188"},"modified":"2018-01-30T11:11:29","modified_gmt":"2018-01-30T09:11:29","slug":"i-and-the-game-the-forms-of-the-players-subjectivity-in-a-digital-game","status":"publish","type":"post","link":"https:\/\/www.tuni.fi\/playlab\/i-and-the-game-the-forms-of-the-players-subjectivity-in-a-digital-game\/","title":{"rendered":"\u2018I\u2019 and the Game: The Forms of the Player\u2019s Subjectivity in a Digital Game"},"content":{"rendered":"<figure id=\"attachment_4190\" aria-describedby=\"caption-attachment-4190\" style=\"width: 1080px\" class=\"wp-caption aligncenter\"><a href=\"https:\/\/www.tuni.fi\/playlab\/wp-content\/uploads\/2018\/01\/sylfmtzktmb4b0ext8nr.png.jpg\"><img loading=\"lazy\" decoding=\"async\" class=\"size-full wp-image-4190\" src=\"https:\/\/www.tuni.fi\/playlab\/wp-content\/uploads\/2018\/01\/sylfmtzktmb4b0ext8nr.png.jpg\" alt=\"\" width=\"1080\" height=\"608\" srcset=\"https:\/\/www.tuni.fi\/playlab\/wp-content\/uploads\/2018\/01\/sylfmtzktmb4b0ext8nr.png.jpg 1080w, https:\/\/www.tuni.fi\/playlab\/wp-content\/uploads\/2018\/01\/sylfmtzktmb4b0ext8nr.png-300x169.jpg 300w, https:\/\/www.tuni.fi\/playlab\/wp-content\/uploads\/2018\/01\/sylfmtzktmb4b0ext8nr.png-768x432.jpg 768w, https:\/\/www.tuni.fi\/playlab\/wp-content\/uploads\/2018\/01\/sylfmtzktmb4b0ext8nr.png-1024x576.jpg 1024w\" sizes=\"auto, (max-width: 1080px) 100vw, 1080px\" \/><\/a><figcaption id=\"caption-attachment-4190\" class=\"wp-caption-text\"><em>Dark Souls \u00a9 From Software 2011<\/em><\/figcaption><\/figure>\n<p><strong>Player identification in digital games can take many forms.<\/strong><\/p>\n<p>In his article \u201d\u2019Who am \u201cI\u201d in the game?\u2019 A Typology of the Modes of Ludic Subjectivity\u201d, Daniel Vella explores the forms taken by the \u2018I\u2019 the player identifies as themselves in a digital game and suggests a typology of the different modes of this identification \u2013 the modes of ludic subject-positioning. Starting from the observation that most digital games are set in virtual environments in which the different components of the game are organized in time and space, Vella sees it as bound to establishing the \u201cI-in-the-gameworld\u201d.<\/p>\n<p>Using <em>Dark Souls<\/em> as an example, Vella discusses the notions of \u201cpoint of view\u201d and \u201cpoint of action\u201d as an entryway into the topic. Point of view, the \u201c\u2019I\u2019 who experiences\u201d, can be identified in situations such as the player noticing an enemy, while point of action, the \u201c\u2019I\u2019 who acts\u201d, can be seen when the player performs actions in the game. To Vella, however, this model is too focused on the visual aspect and fails to consider the player\u2019s perceptions and actions combining into \u201ca unified subjectivity\u201d identified by the player as \u2018I\u2019.<\/p>\n<p>As a proposed solution, Vella introduces the \u201cGame Ego\u201d. Referring to a bodily function serving as a point of being within the gameworld \u201cthrough a tactile motor\/kinaesthetic link\u201d, it is criticized by Vella for being overly vague due to it being intended to have a wider reference but still failing to apply to games such as <em>Tetris <\/em>in the sense of the player being a formal entity in the gameworld.<\/p>\n<p>He then suggests his notions of \u201cludic subject-position\u201d and the \u201cludic subject\u201d, defining the former as the player\u2019s \u201cperceptual standpoint\u201d in relation to the gameworld, encompassing many different player-perspective senses in digital games, and the latter as the actual \u201cI-in-the-gameworld\u201d, the \u201c\u2019I\u2019 responsible for the experiences of \u2013 and actions within \u2013 the gameworld. Vella emphasizes the ludic subject differing from a character in a story \u2013 while one plays Lara Croft in <em>Tomb Raider<\/em>, the character does not equal the ludic subject since it, unlike the ludic subject, is separate from the player as an individual.<\/p>\n<figure id=\"attachment_4189\" aria-describedby=\"caption-attachment-4189\" style=\"width: 1920px\" class=\"wp-caption aligncenter\"><a href=\"https:\/\/www.tuni.fi\/playlab\/wp-content\/uploads\/2018\/01\/ovyyi2nbreqsdqz0vrlp.png.jpg\"><img loading=\"lazy\" decoding=\"async\" class=\"size-full wp-image-4189\" src=\"https:\/\/www.tuni.fi\/playlab\/wp-content\/uploads\/2018\/01\/ovyyi2nbreqsdqz0vrlp.png.jpg\" alt=\"\" width=\"1920\" height=\"1080\" srcset=\"https:\/\/www.tuni.fi\/playlab\/wp-content\/uploads\/2018\/01\/ovyyi2nbreqsdqz0vrlp.png.jpg 1920w, https:\/\/www.tuni.fi\/playlab\/wp-content\/uploads\/2018\/01\/ovyyi2nbreqsdqz0vrlp.png-300x169.jpg 300w, https:\/\/www.tuni.fi\/playlab\/wp-content\/uploads\/2018\/01\/ovyyi2nbreqsdqz0vrlp.png-768x432.jpg 768w, https:\/\/www.tuni.fi\/playlab\/wp-content\/uploads\/2018\/01\/ovyyi2nbreqsdqz0vrlp.png-1024x576.jpg 1024w\" sizes=\"auto, (max-width: 1920px) 100vw, 1920px\" \/><\/a><figcaption id=\"caption-attachment-4189\" class=\"wp-caption-text\"><em>Tomb Raider \u00a9 Core Design 1996<\/em><\/figcaption><\/figure>\n<p>Building on these notions, he introduces five ludic subject-positions: \u201csingular embodied\u201d, \u201cmultiple embodied\u201d, \u201cdistributed\u201d, \u201csemi-transcendent\u201d, and \u201cpure transcendent\u201c. The first three represent embodied ludic subjectivity, where the player interacts with the virtual environment through an avatar, enabling them to have a reference point of \u2018here\u2019 through spatial and auditory standpoints and a visual point of view in the gameworld, as well as determining the \u201ccapabilities and limitations\u201d regarding the extent of the player\u2019s actions there \u2013 giving meaning to gameworld entities based on their interactability.<\/p>\n<p>The first mode, singular embodied, concerns the player\u2019s embodiment through a single avatar. Vella distinguishes tangible and indirect modes of interaction \u2013 the former referring to interaction simulating physical interaction and the latter to interaction through symbolic action \u2013 and notes that singular embodied ludic subjectivity can include either one. Multiple embodied has the player controlling two or more avatars one at a time, all of them simultaneously present in the gameworld. The usage of various characters changes the player\u2019s experience due to the widened possibilities of action. Distributed refers to the player controlling multiple avatars at the same time, entailing the spatial standpoint disappearing, the player viewing the characters as a group of tools to be utilized, and in most cases, indirect interaction.<\/p>\n<p>In transcendent ludic subjectivity, the player\u2019s standpoint manifests in their actions in the gameworld instead of an avatar. Point of view and an auditory standpoint are still present, relating to the player moving about the gameworld without an avatar. Capabilities and limitations are also present as possibilities of action. This group of modes is divided into semi-transcendent and pure transcendent, the former involving the player controlling one or more avatars while also being able to interact with the gameworld without using one. Interacting with the gameworld without the avatar is neither tangible nor indirect interaction, and is labelled \u201cdirect action\u201d by Vella. Pure transcendent includes no playable figures, and all interaction occurs in the form of direct action. The action-possibilities are still present to shape the player\u2019s experience.<\/p>\n<p>In conclusion, Vella acknowledges that not all games fit into these modes, some using more than one mode or utilizing non-ludic modes \u2013 such as literary and filmic \u2013 of representing the \u2018I\u2019. Despite this, he still believes his typology will be beneficial in exploring the different phenomenological relations between the real world and games as representations of it.<\/p>\n<p><strong>Article: <\/strong>\u201dWho am \u2019I\u2019 in the game?\u201d A Typology of the Modes of Ludic Subjectivity<br \/>\n<strong>Authors: <\/strong>Daniel Vella<br \/>\n<strong>Publication: <\/strong>DiGRA\/FDG 2016<br \/>\n<strong>Published: <\/strong>August 2016<br \/>\n<strong>Online:<\/strong> <a href=\"http:\/\/www.digra.org\/wp-content\/uploads\/digital-library\/paper_234.pdf\">http:\/\/www.digra.org\/wp-content\/uploads\/digital-library\/paper_234.pdf<\/a><\/p>\n","protected":false},"excerpt":{"rendered":"<p>Player identification in digital games can take many forms.<\/p>\n","protected":false},"author":169,"featured_media":4190,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"ocean_post_layout":"","ocean_both_sidebars_style":"","ocean_both_sidebars_content_width":0,"ocean_both_sidebars_sidebars_width":0,"ocean_sidebar":"","ocean_second_sidebar":"","ocean_disable_margins":"enable","ocean_add_body_class":"","ocean_shortcode_before_top_bar":"","ocean_shortcode_after_top_bar":"","ocean_shortcode_before_header":"","ocean_shortcode_after_header":"","ocean_has_shortcode":"","ocean_shortcode_after_title":"","ocean_shortcode_before_footer_widgets":"","ocean_shortcode_after_footer_widgets":"","ocean_shortcode_before_footer_bottom":"","ocean_shortcode_after_footer_bottom":"","ocean_display_top_bar":"default","ocean_display_header":"default","ocean_header_style":"","ocean_center_header_left_menu":"","ocean_custom_header_template":"","ocean_custom_logo":0,"ocean_custom_retina_logo":0,"ocean_custom_logo_max_width":0,"ocean_custom_logo_tablet_max_width":0,"ocean_custom_logo_mobile_max_width":0,"ocean_custom_logo_max_height":0,"ocean_custom_logo_tablet_max_height":0,"ocean_custom_logo_mobile_max_height":0,"ocean_header_custom_menu":"","ocean_menu_typo_font_family":"","ocean_menu_typo_font_subset":"","ocean_menu_typo_font_size":0,"ocean_menu_typo_font_size_tablet":0,"ocean_menu_typo_font_size_mobile":0,"ocean_menu_typo_font_size_unit":"px","ocean_menu_typo_font_weight":"","ocean_menu_typo_font_weight_tablet":"","ocean_menu_typo_font_weight_mobile":"","ocean_menu_typo_transform":"","ocean_menu_typo_transform_tablet":"","ocean_menu_typo_transform_mobile":"","ocean_menu_typo_line_height":0,"ocean_menu_typo_line_height_tablet":0,"ocean_menu_typo_line_height_mobile":0,"ocean_menu_typo_line_height_unit":"","ocean_menu_typo_spacing":0,"ocean_menu_typo_spacing_tablet":0,"ocean_menu_typo_spacing_mobile":0,"ocean_menu_typo_spacing_unit":"","ocean_menu_link_color":"","ocean_menu_link_color_hover":"","ocean_menu_link_color_active":"","ocean_menu_link_background":"","ocean_menu_link_hover_background":"","ocean_menu_link_active_background":"","ocean_menu_social_links_bg":"","ocean_menu_social_hover_links_bg":"","ocean_menu_social_links_color":"","ocean_menu_social_hover_links_color":"","ocean_disable_title":"default","ocean_disable_heading":"default","ocean_post_title":"","ocean_post_subheading":"","ocean_post_title_style":"","ocean_post_title_background_color":"","ocean_post_title_background":0,"ocean_post_title_bg_image_position":"","ocean_post_title_bg_image_attachment":"","ocean_post_title_bg_image_repeat":"","ocean_post_title_bg_image_size":"","ocean_post_title_height":0,"ocean_post_title_bg_overlay":0.5,"ocean_post_title_bg_overlay_color":"","ocean_disable_breadcrumbs":"default","ocean_breadcrumbs_color":"","ocean_breadcrumbs_separator_color":"","ocean_breadcrumbs_links_color":"","ocean_breadcrumbs_links_hover_color":"","ocean_display_footer_widgets":"default","ocean_display_footer_bottom":"default","ocean_custom_footer_template":"","ocean_post_oembed":"","ocean_post_self_hosted_media":"","ocean_post_video_embed":"","ocean_link_format":"","ocean_link_format_target":"self","ocean_quote_format":"","ocean_quote_format_link":"post","ocean_gallery_link_images":"on","ocean_gallery_id":[],"footnotes":""},"categories":[237],"tags":[556,900],"class_list":["post-4188","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-game-research-highlights","tag-english","tag-player-identification","entry","has-media"],"_links":{"self":[{"href":"https:\/\/www.tuni.fi\/playlab\/wp-json\/wp\/v2\/posts\/4188","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/www.tuni.fi\/playlab\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/www.tuni.fi\/playlab\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/www.tuni.fi\/playlab\/wp-json\/wp\/v2\/users\/169"}],"replies":[{"embeddable":true,"href":"https:\/\/www.tuni.fi\/playlab\/wp-json\/wp\/v2\/comments?post=4188"}],"version-history":[{"count":0,"href":"https:\/\/www.tuni.fi\/playlab\/wp-json\/wp\/v2\/posts\/4188\/revisions"}],"wp:featuredmedia":[{"embeddable":true,"href":"https:\/\/www.tuni.fi\/playlab\/wp-json\/wp\/v2\/media\/4190"}],"wp:attachment":[{"href":"https:\/\/www.tuni.fi\/playlab\/wp-json\/wp\/v2\/media?parent=4188"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/www.tuni.fi\/playlab\/wp-json\/wp\/v2\/categories?post=4188"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/www.tuni.fi\/playlab\/wp-json\/wp\/v2\/tags?post=4188"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}