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dc.contributor.advisorHenry Jenkins.en_US
dc.contributor.authorWeise, Matthew Jasonen_US
dc.contributor.otherMassachusetts Institute of Technology. Dept. of Comparative Media Studies.en_US
dc.date.accessioned2008-09-03T15:45:33Z
dc.date.available2008-09-03T15:45:33Z
dc.date.copyright2004en_US
dc.date.issued2008en_US
dc.identifier.urihttp://hdl.handle.net/1721.1/42469
dc.descriptionThesis (S.M.)--Massachusetts Institute of Technology, Dept. of Comparative Media Studies, February 2008.en_US
dc.descriptionIncludes bibliographical references (p. 76-80).en_US
dc.description.abstractThis thesis explores "meaningfulness" in videogames. Academics, journalists, and others who write about games often discuss the concept of meaning yet seldom define it clearly. I am focusing on a variation of this topic: what it means for a gaming experience to be meaningful--literally: full of meaning. Meaningfulness, as I define it, refers to the quality a videogame has when one considers it socially, culturally, or personally important. I attempt to answer the question: How do games become meaningful for players. I begin by stripping it down to the core ideas that interest me the most: narrative and emotion. Representing the debate over these terms helps illuminate the larger debate over meaningfulness. To accomplish this I examine different communities and their rhetoric. There are several major interpretive communities of games: academics, practitioners, journalists and consumers. The different ways these communities define narrative and emotion can be understood by examining their rhetoric. This reveals patterns that show the diversity of how meaningfulness is defined. The different ways players construct meaningfulness through rhetoric can be mapped. Doing so illustrates patterns and trends in logic that may not be apparent on the surface, and reveals certain clusters of people who are united by shared rhetoric. This methodology provides a framework to understand the forces shaping opinions over what meaningfulness is and is not in videogames. Identifying this framework and exploring its usefulness is the major project of this thesis.en_US
dc.description.statementofresponsibilityby Matthew Jason Weise.en_US
dc.format.extent80 p.en_US
dc.language.isoengen_US
dc.publisherMassachusetts Institute of Technologyen_US
dc.rightsM.I.T. theses are protected by copyright. They may be viewed from this source for any purpose, but reproduction or distribution in any format is prohibited without written permission. See provided URL for inquiries about permission.en_US
dc.rights.urihttp://dspace.mit.edu/handle/1721.1/7582en_US
dc.subjectComparative Media Studies.en_US
dc.titleUnderstanding meaningfulness in videogamesen_US
dc.typeThesisen_US
dc.description.degreeS.M.en_US
dc.identifier.oclc243468437en_US


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