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Spelaren i komedins rampljus: En studie av fumblecore utifrån Cohens dimensioner kring identifikation
University of Skövde, School of Informatics.
University of Skövde, School of Informatics.
2019 (Swedish)Independent thesis Basic level (degree of Bachelor), 20 credits / 30 HE creditsStudent thesisAlternative title
The player in the comedy limelight : A study of fumblecore based on Cohen’s dimensions about identification (English)
Abstract [sv]

Den här studien undersöker hur identifikationsprocessen i fumblecore-spel ter sig utifrån Cohens dimensioner kring identifikation. För att undersöka detta utvecklades en artefakt som designades utifrån tre teorier kring humor (Superiority Theory, Incongruity Theory och Relief Theory) samt definierade karaktäristiska element som tillsammans utgör spel inom genren. Undersökningen genomfördes på tolv respondenter där data samlades in genom observation, frågeformulär och kvalitativa intervjuer där frågorna baserades på Cohens fyra dimensioner kring identifikation (emotionell empati, kognitiv empati, motiverande identifikation och absorberande identifikation) för att mäta detta. Resultatet visade på att respondenter projicerar sina egna känslor och mål på karaktären och använder denne som ett medel att utföra sina önskade handlingar. Således är det snarare karaktären som tar på sig spelarens identitet och anammar dennes perspektiv och målsättning än spelaren som tar på sig karaktärens.

Abstract [en]

This study examines how the identificatory process in fumblecore games plays out according to Cohen’s dimensions about identification. To examine this, an artifact was developed based on three theories on humour (Superiority Theory, Incongruity Theory and Relief Theory) as well as prominent characteristic elements that defines games within the genre. The survey was conducted on twelve respondents where data was collected through observation, questionnaires and qualitative interviews where the questions were based on Cohen's four dimensions about identification (emotional empathy, cognitive empathy, motivational identification and absorbing identification) in order to measure this. The result showed that respondents project their own feelings and goals on the character and use this as a means of performing their desired actions. Thus, it is rather the character that takes on the player's identity and embraces his perspective and goal rather than the player who takes on the character’s.

Place, publisher, year, edition, pages
2019. , p. 65
Keywords [en]
Identification, Humour, Fumblecore
Keywords [sv]
Identifikation, Humor, Fumblecore
National Category
Media Engineering
Identifiers
URN: urn:nbn:se:his:diva-17033OAI: oai:DiVA.org:his-17033DiVA, id: diva2:1323276
Subject / course
Media, Aesthetics and Narration; Media, Aesthetics and Narration
Educational program
Computer Game Development - Graphics; Computer Game Development - Game Writing
Supervisors
Examiners
Available from: 2019-06-12 Created: 2019-06-11 Last updated: 2019-06-12Bibliographically approved

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CiteExportLink to record
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Citation style
  • apa
  • ieee
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Output format
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