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Valet av Renegade och Paragon i Mass Effect: Undersökning av möjliga aspekter på valet att spela som ond eller god med fokus på spelarens subjektiva upplevelse
Blekinge Institute of Technology, School of Management.
2010 (Swedish)Independent thesis Advanced level (degree of Master (One Year))Student thesisAlternative title
The choice of Renegade or Paragon in Mass Effect : study of possible aspects concerning the choice to play as good or evil, with a focus on the players´ subjective experience (English)
Abstract [sv]

The purpose of the study was to examine possible aspects concerning the choice to play as good or evil with a focus on the players´ subjective experience. A form was constructed and the material was interpreted according to Interpretative Phenomenological Analysis (IPA). The games Mass Effect I and II were used as an example of the choice to play as good or evil since the choice between Renegade (evil) and Paragon (good) is present. The sample consisted of individuals who had played Mass Effect I and/or Mass Effect II and were over 18 years old. The end result concerning who played a Renegade or a Paragon came to be very uneven (15 out of 16 participants played a Paragon) which means that the result mostly relates to possible aspects concerning the choice to play a Paragon. The interpretation of the material resulted in five aspects which were self-perception, identification, empathy, sense of justice/fairness and immersion.

Abstract [en]

Studiens syfte var att undersöka aspekter på valet att spela som ond eller god med fokus på spelarens subjektiva upplevelse. Ett formulär användes för att få ta del av deltagarnas egna resonemang kring varför de valde att spela som ond eller god och materialet tolkades enligt Interpretative Phenomenological Analysis (IPA). Spelen Mass Effect I och II utgjorde exempel på valet att spela som ond eller god då spelaren kan välja mellan Renegade (ond) eller Paragon (god). Urvalet bestod av individer som spelat Mass Effect I och/eller Mass Effect II och var över 18 år. Då fördelningen mellan spelare som valt att spela som Renegade eller Paragon kom att bli snedfördelat (15 av 16 deltagare spelade som Paragon) relaterar resultatet mestadels till möjliga aspekter på valet att spela som Paragon. Analysen av materialet resulterade i fem olika aspekter vilka var självperception, identifikation, empati, rättvisetänkande och immersion.

Place, publisher, year, edition, pages
2010. , p. 34
Keywords [sv]
ond, god, Renegade, Paragon, självperception, identifikation, empati, immersion, rättvisetänkande, Fristående kurs
National Category
Other Social Sciences not elsewhere specified
Identifiers
URN: urn:nbn:se:bth-3569Local ID: oai:bth.se:arkivex05BFA30B90DC6446C12577D0003E4B20OAI: oai:DiVA.org:bth-3569DiVA, id: diva2:830878
Uppsok
Social and Behavioural Science, Law
Supervisors
Available from: 2015-04-22 Created: 2010-11-03 Last updated: 2015-06-30Bibliographically approved

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