Gotland University Press 6
Gotland University Cramérgatan 3 Phone: +46(0)498-29 99 00 E-mail: info@hgo.se
Address: S-621 67 Visby Fax: +46(0)498-29 99 62 Web: www.hgo.se
Because games set in persistent virtual game worlds (VGWs) have massive numbers of players, these games need methods of characterisation for playable characters (PCs)
that differ from the methods used in traditional narrative media. VGWs have a number of particularly interesting qualities.
Firstly, VGWs are places where players interact with and create elements carrying narrative potential. Secondly, players add goals, motives and driving forces to the narrative potential of a VGW, which sometimes originate from the ordinary world. Thirdly, the protagonists of the world are real people, and when acting in the world their characterisation is not carried out by an author, but expressed by players characterising their PCs. How they can express themselves in ways that characterise them depends on what they can do, and how they can do it. This characterising action potential (CAP) is determined by the game design of particular VGWs.
In this thesis, two main questions are explored. Firstly, how can CAP be designed to support players in expressing consistent characters in VGWs? Secondly, how can VGWs support role-play
in their rulesystems? By using iterative design, the author explores the design space of CAP by building a semi-autonomous agent architecture, the Mind Module, which is applied in five experimental game prototypes. In these, the design of CAP and other game features are intertwined with the design of the Mind Module.
Characterising Action Potential
in Virtual Game Worlds Applied With the Mind Module
Mirjam Palosaari Eladhari:
Characterising Action Potential in Virtual Game W
orlds
Applied With the Mind Module
Gotland University Pr
ess 6
A thesis submitted in 2009 in partial fulfilment of the requirements of the University of Teesside for the degree of Doctor of Philosophy. The research programme was carried out at and with the support of Gotland University.
Advisors were:
Michael Mateas, Department of Computer Science, University of Californa Santa Cruz Paul Van Schaik, School of Social Sciences and Law, University of Teesside
Clive Fencott, School of Computing, University of Teesside
Examiners at the Viva Voce examination at the University of Teesside in 2010 were:
Richard Bartle, Department of Computing and Electronic Systems, Essex University, Alan Hind, School of Computing, University of Teesside
The appendices to this thesis are not included in this print, but are available through the DiVA Academic Archive Online at the following URL:
http://urn.kb.se/resolve?urn=urn:nbn:se:hgo:diva-368.
Gotland University Press 6
Mirjam
Palosaari
Eladhari
Characterising Action Potential
in Virtual Game Worlds
Applied With the Mind Module
Gotland University Press 6
Gotland University Cramérgatan 3 Phone: +46(0)498-29 99 00 E-mail: info@hgo.se
Address: S-621 67 Visby Fax: +46(0)498-29 99 62 Web: www.hgo.se
Because games set in persistent virtual game worlds (VGWs) have massive numbers of players, these games need methods of characterisation for playable characters (PCs)
that differ from the methods used in traditional narrative media. VGWs have a number of particularly interesting qualities.
Firstly, VGWs are places where players interact with and create elements carrying narrative potential. Secondly, players add goals, motives and driving forces to the narrative potential of a VGW, which sometimes originate from the ordinary world. Thirdly, the protagonists of the world are real people, and when acting in the world their characterisation is not carried out by an author, but expressed by players characterising their PCs. How they can express themselves in ways that characterise them depends on what they can do, and how they can do it. This characterising action potential (CAP) is determined by the game design of particular VGWs.
In this thesis, two main questions are explored. Firstly, how can CAP be designed to support players in expressing consistent characters in VGWs? Secondly, how can VGWs support role-play
in their rulesystems? By using iterative design, the author explores the design space of CAP by building a semi-autonomous agent architecture, the Mind Module, which is applied in five experimental game prototypes. In these, the design of CAP and other game features are intertwined with the design of the Mind Module.
Characterising Action Potential
in Virtual Game Worlds Applied With the Mind Module
Mirjam Palosaari Eladhari:
Characterising Action Potential in Virtual Game W
orlds
Applied With the Mind Module
Gotland University Pr
ess 6
A thesis submitted in 2009 in partial fulfilment of the requirements of the University of Teesside for the degree of Doctor of Philosophy. The research programme was carried out at and with the support of Gotland University.
Advisors were:
Michael Mateas, Department of Computer Science, University of Californa Santa Cruz Paul Van Schaik, School of Social Sciences and Law, University of Teesside
Clive Fencott, School of Computing, University of Teesside
Examiners at the Viva Voce examination at the University of Teesside in 2010 were:
Richard Bartle, Department of Computing and Electronic Systems, Essex University, Alan Hind, School of Computing, University of Teesside
The appendices to this thesis are not included in this print, but are available through the DiVA Academic Archive Online at the following URL:
http://urn.kb.se/resolve?urn=urn:nbn:se:hgo:diva-368.
Gotland University Press 6
Mirjam
Palosaari
Eladhari
Characterising Action Potential
in Virtual Game Worlds
Applied With the Mind Module
Gotland University Press 6
Gotland University Cramérgatan 3
Phone: +46(0)498-29 99 00 E-mail: info@hgo.se
Address: S-621 67 Visby
Because games set in persistent virtual game worlds (VGWs) have massive numbers of
players, these games need methods of characterisation for playable characters (PCs)
by players characterising their PCs. How they can express themselves in ways that
that differ from the methods used in traditional narrative media. VGWs have a
world their characterisation is not carried out by an author, but expressed
the protagonists of the world are real people, and when acting in the
VGW, which sometimes originate from the ordinary world. Thirdly,
goals, motives and driving forces to the narrative potential of a
elements carrying narrative potential. Secondly, players add
number of particularly interesting qualities.
Firstly, VGWs are places where players interact with and create
Fax: +46(0)498-29 99 62 Web: www.hgo.se
characterise them depends on what they can do, and how they can do it. This characterising action potential
(CAP) is determined by the game design of particular VGWs.
In this thesis, two main questions are explored. Firstly, how can CAP be designed to support players
in expressing consistent characters in VGWs? Secondly, how can VGWs support role-play
in their rulesystems? By using iterative design, the author explores the design space
of CAP by building a semi-autonomous agent architecture, the Mind Module,
which is applied in five experimental game prototypes. In these, the design of CAP
and other game features are intertwined with the design of the Mind Module.
Characterising Action Potential
in Virtual Game Worlds Applied With the Mind Module
Mirjam Palosaari Eladhari:
Characterising Action Potential in V
irtual Game Worlds
Applied With the Mind Module
Gotland University Press 6
A thesis submitted in 2009 in partial fulfilment of the requirements of the University of
Teesside for the degree of Doctor of Philosophy. The research programme was carried
out at and with the support of Gotland University.
Advisors were:
Michael Mateas, Department of Computer Science, University of Californa Santa Cruz
Paul Van Schaik, School of Social Sciences and Law, University of Teesside
Clive Fencott, School of Computing, University of Teesside
Examiners at the Viva Voce examination at the University of Teesside in 2010 were:
Richard Bartle, Department of Computing and Electronic Systems, Essex University,
Alan Hind, School of Computing, University of Teesside
The appendices to this thesis are not included in this print, but are available through the
DiVA Academic Archive Online at the following URL:
http://urn.kb.se/resolve?urn=urn:nbn:se:hgo:diva-368.
Gotland University Press 6
Palosaari
Eladhari
Mirjam
Characterising Action Potential
in Virtual Game Worlds
Applied With the Mind Module
Gotland University Press 6
Gotland University Cramérgatan 3 Phone: +46(0)498-29 99 00 E-mail: info@hgo.se
Address: S-621 67 Visby Fax: +46(0)498-29 99 62 Web: www.hgo.se
Because games set in persistent virtual game worlds (VGWs) have massive numbers of players, these games need methods of characterisation for playable characters (PCs)
that differ from the methods used in traditional narrative media. VGWs have a number of particularly interesting qualities.
Firstly, VGWs are places where players interact with and create elements carrying narrative potential. Secondly, players add goals, motives and driving forces to the narrative potential of a VGW, which sometimes originate from the ordinary world. Thirdly, the protagonists of the world are real people, and when acting in the world their characterisation is not carried out by an author, but expressed by players characterising their PCs. How they can express themselves in ways that characterise them depends on what they can do, and how they can do it. This characterising action potential (CAP) is determined by the game design of particular VGWs.
In this thesis, two main questions are explored. Firstly, how can CAP be designed to support players in expressing consistent characters in VGWs? Secondly, how can VGWs support role-play
in their rulesystems? By using iterative design, the author explores the design space of CAP by building a semi-autonomous agent architecture, the Mind Module, which is applied in five experimental game prototypes. In these, the design of CAP and other game features are intertwined with the design of the Mind Module.
Characterising Action Potential
in Virtual Game Worlds Applied With the Mind Module
Mirjam Palosaari Eladhari:
Characterising Action Potential in Virtual Game W
orlds
Applied With the Mind Module
Gotland University Pr
ess 6
A thesis submitted in 2009 in partial fulfilment of the requirements of the University of Teesside for the degree of Doctor of Philosophy. The research programme was carried out at and with the support of Gotland University.
Advisors were:
Michael Mateas, Department of Computer Science, University of Californa Santa Cruz Paul Van Schaik, School of Social Sciences and Law, University of Teesside
Clive Fencott, School of Computing, University of Teesside
Examiners at the Viva Voce examination at the University of Teesside in 2010 were:
Richard Bartle, Department of Computing and Electronic Systems, Essex University, Alan Hind, School of Computing, University of Teesside
The appendices to this thesis are not included in this print, but are available through the DiVA Academic Archive Online at the following URL:
http://urn.kb.se/resolve?urn=urn:nbn:se:hgo:diva-368.
Gotland University Press 6
Mirjam
Palosaari
Eladhari
Characterising Action Potential
in Virtual Game Worlds
Applied With the Mind Module
Gotland University Press 6
Gotland University
Cramérgatan 3
Phone: +46(0)498-29 99 00
E-mail: info@hgo.se
Address:
S-621 67 Visby
Fax: +46(0)498-29 99 62
Web: www.hgo.se
Because games set in persistent virtual game worlds (VGWs) have massive numbers of
players, these games need methods of characterisation for playable characters (PCs)
that differ from the methods used in traditional narrative media. VGWs have a
number of particularly interesting qualities.
Firstly, VGWs are places where players interact with and create
elements carrying narrative potential. Secondly, players add
goals, motives and driving forces to the narrative potential of a
VGW, which sometimes originate from the ordinary world. Thirdly,
the protagonists of the world are real people, and when acting in the
world their characterisation is not carried out by an author, but expressed
by players characterising their PCs. How they can express themselves in ways that
characterise them depends on what they can do, and how they can do it. This characterising action potential
(CAP) is determined by the game design of particular VGWs.
In this thesis, two main questions are explored. Firstly, how can CAP be designed to support players
in expressing consistent characters in VGWs? Secondly, how can VGWs support role-play
in their rulesystems? By using iterative design, the author explores the design space
of CAP by building a semi-autonomous agent architecture, the Mind Module,
which is applied in five experimental game prototypes. In these, the design of CAP
and other game features are intertwined with the design of the Mind Module.
Characterising Action Potential
in Virtual Game Worlds Applied With the Mind Module
Mirjam Palosaari Eladhari:
Characterising Action Potential in Virtual Game W
orlds
Applied With the Mind Module
Gotland University Pr
ess 6
A thesis submitted in 2009 in partial fulfilment of the requirements of the University of
Teesside for the degree of Doctor of Philosophy. The research programme was carried
out at and with the support of Gotland University.
Advisors were:
Michael Mateas, Department of Computer Science, University of Californa Santa Cruz
Paul Van Schaik, School of Social Sciences and Law, University of Teesside
Clive Fencott, School of Computing, University of Teesside
Examiners at the Viva Voce examination at the University of Teesside in 2010 were:
Richard Bartle, Department of Computing and Electronic Systems, Essex University,
Alan Hind, School of Computing, University of Teesside
The appendices to this thesis are not included in this print, but are available through the
DiVA Academic Archive Online at the following URL:
http://urn.kb.se/resolve?urn=urn:nbn:se:hgo:diva-368.
Gotland University Press 6
Mirjam
Palosaari
Eladhari
Characterising Action Potential
in Virtual Game Worlds
Applied With the Mind Module
Gotland University Press 6
Gotland University Cramérgatan 3 Phone: +46(0)498-29 99 00 E-mail: info@hgo.se
Address: S-621 67 Visby Fax: +46(0)498-29 99 62 Web: www.hgo.se
Because games set in persistent virtual game worlds (VGWs) have massive numbers of players, these games need methods of characterisation for playable characters (PCs)
that differ from the methods used in traditional narrative media. VGWs have a number of particularly interesting qualities.
Firstly, VGWs are places where players interact with and create elements carrying narrative potential. Secondly, players add goals, motives and driving forces to the narrative potential of a VGW, which sometimes originate from the ordinary world. Thirdly, the protagonists of the world are real people, and when acting in the world their characterisation is not carried out by an author, but expressed by players characterising their PCs. How they can express themselves in ways that characterise them depends on what they can do, and how they can do it. This characterising action potential (CAP) is determined by the game design of particular VGWs.
In this thesis, two main questions are explored. Firstly, how can CAP be designed to support players in expressing consistent characters in VGWs? Secondly, how can VGWs support role-play
in their rulesystems? By using iterative design, the author explores the design space of CAP by building a semi-autonomous agent architecture, the Mind Module, which is applied in five experimental game prototypes. In these, the design of CAP and other game features are intertwined with the design of the Mind Module.
Characterising Action Potential
in Virtual Game Worlds Applied With the Mind Module
Mirjam Palosaari Eladhari:
Characterising Action Potential in Virtual Game W
orlds
Applied With the Mind Module
Gotland University Pr
ess 6
A thesis submitted in 2009 in partial fulfilment of the requirements of the University of Teesside for the degree of Doctor of Philosophy. The research programme was carried out at and with the support of Gotland University.
Advisors were:
Michael Mateas, Department of Computer Science, University of Californa Santa Cruz Paul Van Schaik, School of Social Sciences and Law, University of Teesside
Clive Fencott, School of Computing, University of Teesside
Examiners at the Viva Voce examination at the University of Teesside in 2010 were:
Richard Bartle, Department of Computing and Electronic Systems, Essex University, Alan Hind, School of Computing, University of Teesside
The appendices to this thesis are not included in this print, but are available through the DiVA Academic Archive Online at the following URL:
http://urn.kb.se/resolve?urn=urn:nbn:se:hgo:diva-368.
Gotland University Press 6
Mirjam
Palosaari
Eladhari
Characterising Action Potential
in Virtual Game Worlds
Applied With the Mind Module
Gotland University Press 6
Gotland University Cramérgatan 3 Phone: +46(0)498-29 99 00 E-mail: info@hgo.se
Address: S-621 67 Visby Fax: +46(0)498-29 99 62 Web: www.hgo.se
Because games set in persistent virtual game worlds (VGWs) have massive numbers of players, these games need methods of characterisation for playable characters (PCs)
that differ from the methods used in traditional narrative media. VGWs have a number of particularly interesting qualities.
Firstly, VGWs are places where players interact with and create elements carrying narrative potential. Secondly, players add goals, motives and driving forces to the narrative potential of a VGW, which sometimes originate from the ordinary world. Thirdly, the protagonists of the world are real people, and when acting in the world their characterisation is not carried out by an author, but expressed by players characterising their PCs. How they can express themselves in ways that characterise them depends on what they can do, and how they can do it. This characterising action potential (CAP) is determined by the game design of particular VGWs.
In this thesis, two main questions are explored. Firstly, how can CAP be designed to support players in expressing consistent characters in VGWs? Secondly, how can VGWs support role-play
in their rulesystems? By using iterative design, the author explores the design space of CAP by building a semi-autonomous agent architecture, the Mind Module, which is applied in five experimental game prototypes. In these, the design of CAP and other game features are intertwined with the design of the Mind Module.
Characterising Action Potential
in Virtual Game Worlds Applied With the Mind Module
Mirjam Palosaari Eladhari:
Characterising Action Potential in Virtual Game W
orlds
Applied With the Mind Module
Gotland University Pr
ess 6
A thesis submitted in 2009 in partial fulfilment of the requirements of the University of Teesside for the degree of Doctor of Philosophy. The research programme was carried out at and with the support of Gotland University.
Advisors were:
Michael Mateas, Department of Computer Science, University of Californa Santa Cruz Paul Van Schaik, School of Social Sciences and Law, University of Teesside
Clive Fencott, School of Computing, University of Teesside
Examiners at the Viva Voce examination at the University of Teesside in 2010 were:
Richard Bartle, Department of Computing and Electronic Systems, Essex University, Alan Hind, School of Computing, University of Teesside
The appendices to this thesis are not included in this print, but are available through the DiVA Academic Archive Online at the following URL:
http://urn.kb.se/resolve?urn=urn:nbn:se:hgo:diva-368.