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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.

Gotland University Press 6

Mirjam

Palosaari

Eladhari

Characterising Action Potential

in Virtual Game Worlds

Applied With the Mind Module

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