“Anything a Guardian Does Is Canonical” : Player Understanding of Canon in Destiny

dc.contributor.authorLarsen, Bjarke Alexander
dc.contributor.authorCarstensdottir, Elin
dc.contributor.departmentDepartment of Computer Science
dc.date.accessioned2026-11-11T14:29:01Z
dc.date.available2026-11-11T14:29:01Z
dc.date.issued2023-09-29
dc.descriptionPublisher Copyright: © 2023 Owner/Author.en
dc.description.abstractThe narrative experience of perennial games - -ongoing, live games - -revolves around the community that plays it. These games serve a fractured form of storytelling, which leaves it to the community to determine what counts as part of the story; or what is considered "canon". What is canon is a question of who and what the story is allowed to be about, and what is allowed to be in it. Therefore, it is important to understand how players of perennial games understand what is canon and what is not. This paper presents a mixed methods study of an online survey (N=118) and interviews (N=15) of players of the game Destiny 2, with the goal of understanding what events players consider canon and why. The findings indicate that while authorship and conventional game story elements are considered canon, there is still disagreement, especially as the storytelling methods become non-conventional. Players can provide nuanced viewpoints on why an event is or is not canon, and they do not always agree. These results can help designers understand how their decisions influence the community discussions of canonicity, and how properties of their game can help create experiences that lets players see themselves in the work.en
dc.description.versionPeer revieweden
dc.format.extent329764
dc.format.extent
dc.identifier.citationLarsen, B A & Carstensdottir, E 2023, '“Anything a Guardian Does Is Canonical” : Player Understanding of Canon in Destiny', Proceedings of the ACM on Human-Computer Interaction, vol. 7, 383. https://doi.org/10.1145/3611029en
dc.identifier.doi10.1145/3611029
dc.identifier.issn2573-0142
dc.identifier.other251598271
dc.identifier.other0058714d-bb52-48f4-bafe-564bd21c34f1
dc.identifier.other85175648566
dc.identifier.urihttps://hdl.handle.net/20.500.11815/9094
dc.language.isoen
dc.relation.ispartofseriesProceedings of the ACM on Human-Computer Interaction; 7()en
dc.relation.urlhttps://www.scopus.com/pages/publications/85175648566en
dc.rightsinfo:eu-repo/semantics/openAccessen
dc.subjectcanonen
dc.subjectDestinyen
dc.subjectloreen
dc.subjectMMOsen
dc.subjectnarrativeen
dc.subjectnline communitiesen
dc.subjectperennial gamesen
dc.subjectSocial Sciences (miscellaneous)en
dc.subjectHuman-Computer Interactionen
dc.subjectComputer Networks and Communicationsen
dc.title“Anything a Guardian Does Is Canonical” : Player Understanding of Canon in Destinyen
dc.type/dk/atira/pure/researchoutput/researchoutputtypes/contributiontojournal/articleen

Skrár

Original bundle

Niðurstöður 1 - 1 af 1
Nafn:
3611029.pdf
Stærð:
322.04 KB
Snið:
Adobe Portable Document Format