The Complicit Player: How Assassin’s Creed II, Bioshock and Dark Souls Use Narrative and Gameplay Design to Make the Player Complicit with the Actions of the Player-Character

This thesis proposes a model for analysing the process by which video games make players complicit in the actions of the player-character (avatar). Empathy, responsibility and desire are the formational elements of complicity and are the concepts I identify within three video games. Katherine Isbist...

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Bibliographic Details
Main Author: Muggeridge, B.G.M.
Format: Thesis (University of Nottingham only)
Language:English
Published: 2021
Subjects:
Online Access:https://eprints.nottingham.ac.uk/64507/