Self-Representation/Self-Experience in Games
01/01/2009 - 31/12/2011
Has been initialized

The goal of the SEGA project is to investigate how players experience their own role in a game environment and what determines these experiences. Research will consider technological, contextual use and legal aspects of self-representation and experience in games. To accomplish this three-level investigation, diverse academic research groups are involved in this project (MICT, MMLab, IBCN, EDM, ETRO, CUO, ICRI and of course SMIT).

Within SEGA, SMIT is pursuing two main tracks. Both relate to contextual use aspects of self-representation and experience.

In the first track, SMIT is exploring what constitutes a valuable and meaningful online social play experience. In particular, we have asked family members to try out demo games that resulted from an earlier project and identify what they did (not) like about it and why. This procedure of contextual laddering helps us to see how people link particular game characteristics with their experiences and, on a deeper level, to their values.

In the second track, SMIT is investigating the relationship between game rhetorics on the one hand and informal learning and community dynamics on the other.