Paul Scriven
Biographic Data
| ID | 6662263 |
|---|---|
| NAME | Paul Scriven |
| GIVEN NAMES | Paul |
| FAMILY NAME | Scriven |
| SIGNATURE | SCRIVEN P |
| AFFILIATIONS | RMIT University |
| ORCID | 0000-0003-3959-3950 |
| VERIFIED | Yes |
| TOTAL WORKS | 4 |
| TOTAL CITATIONS | 4 |
| WORKS AS AUTHOR | 4 |
| WORKS AS EDITOR | 0 |
| FIRST PUBLICATION YEAR | 2015 |
| LATEST PUBLICATION YEAR | 2024 |
| H-INDEX | 1 |
Online trolling as a dark leisure activity
This paper applies a leisure perspective to trolling, a controversial form of disruptive online social interaction that is generally interpreted as fun for some, but malicious by others. By reframing trolling as leisure activity, this paper adds depth to the common interpretation of trolling as a dimension of online antisocial behaviour. Drawing on conceptual frameworks of leisure, specifically abnormal/deviant/dark leisure, this paper interprets…
A Social Phenomenology of Non-Player Characters (NPCs) in Videogames
Non-player characters (NPCs) are a common feature in contemporary videogames, particularly role-playing games (RPGs). Evidence suggests player relationships with these fictional, digital characters can manifest as deeply emotional experiences that can ‘bleed’ off the screen and affect the daily lives of players. However, research in this area is still in its infancy, and as yet has not been given a thorough conceptual treatment. Applying the soci…
From Tabletop to Screen
Media reports suggest that the tabletop roleplaying game Dungeons & Dragons saw its biggest year to date in 2020, with many such reports touting the interactive and social benefits for people facing COVID-19 lockdowns. This paper explores the reported challenges and benefits of playing D&D through teleconferencing hardware and software, and the experience of using virtual tabletops. A thematic analysis of a sample of Reddit threads discussing pla…
The Phenomenology of the “Other” in Computer Game Worlds
This article discusses the application of a phenomenological framework to inform research in computer game worlds like massively multiplayer online games. Based on the phenomenological sociology of Alfred Schutz, this article examines some of the key problems facing researchers in online spaces, such as the absence of the corporeal “Other.” In discussing these issues using the vocabulary of Schutz’s phenomenology, this article attempts to clarify…
The Phenomenology of the “Other” in Computer Game Worlds
This article discusses the application of a phenomenological framework to inform research in computer game worlds like massively multiplayer online games. Based on the phenomenological sociology of Alfred Schutz, this article examines some of the key problems facing researchers in online spaces, such as the absence of the corporeal “Other.” In discussing these issues using the vocabulary of Schutz’s phenomenology, this article attempts to clarify…
From Tabletop to Screen
Media reports suggest that the tabletop roleplaying game Dungeons & Dragons saw its biggest year to date in 2020, with many such reports touting the interactive and social benefits for people facing COVID-19 lockdowns. This paper explores the reported challenges and benefits of playing D&D through teleconferencing hardware and software, and the experience of using virtual tabletops. A thematic analysis of a sample of Reddit threads discussing pla…
The Phenomenology of the “Other” in Computer Game Worlds
This article discusses the application of a phenomenological framework to inform research in computer game worlds like massively multiplayer online games. Based on the phenomenological sociology of Alfred Schutz, this article examines some of the key problems facing researchers in online spaces, such as the absence of the corporeal “Other.” In discussing these issues using the vocabulary of Schutz’s phenomenology, this article attempts to clarify…
From Tabletop to Screen
Media reports suggest that the tabletop roleplaying game Dungeons & Dragons saw its biggest year to date in 2020, with many such reports touting the interactive and social benefits for people facing COVID-19 lockdowns. This paper explores the reported challenges and benefits of playing D&D through teleconferencing hardware and software, and the experience of using virtual tabletops. A thematic analysis of a sample of Reddit threads discussing pla…
A Social Phenomenology of Non-Player Characters (NPCs) in Videogames
Non-player characters (NPCs) are a common feature in contemporary videogames, particularly role-playing games (RPGs). Evidence suggests player relationships with these fictional, digital characters can manifest as deeply emotional experiences that can ‘bleed’ off the screen and affect the daily lives of players. However, research in this area is still in its infancy, and as yet has not been given a thorough conceptual treatment. Applying the soci…
Online trolling as a dark leisure activity
This paper applies a leisure perspective to trolling, a controversial form of disruptive online social interaction that is generally interpreted as fun for some, but malicious by others. By reframing trolling as leisure activity, this paper adds depth to the common interpretation of trolling as a dimension of online antisocial behaviour. Drawing on conceptual frameworks of leisure, specifically abnormal/deviant/dark leisure, this paper interprets…
Digital Games and Media (4 works) · Impact of Technology on Adolescents (4 works) · Psychology (3 works) · Sociology (3 works) · Digital Marketing and Social Media (2 works) · Epistemology (2 works) · Social Psychology (2 works) · Aesthetics (1 work) · Anthropology (1 work) · Art (1 work)