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Paul Scriven

Biographic Data

ID6662263
NAMEPaul Scriven
GIVEN NAMESPaul
FAMILY NAMEScriven
SIGNATURESCRIVEN P
AFFILIATIONSRMIT University
ORCID0000-0003-3959-3950
VERIFIEDYes
TOTAL WORKS4
TOTAL CITATIONS4
WORKS AS AUTHOR4
WORKS AS EDITOR0
FIRST PUBLICATION YEAR2015
LATEST PUBLICATION YEAR2024
H-INDEX1
  • Online trolling as a dark leisure activity

    Open Access•Paul Scriven•ARTICLE•Annals of Leisure Research•2024•References: 6

    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

    Paul Scriven•ARTICLE•Techné Research in Philosophy and…•2023

    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

    Open Access•Paul Scriven•ARTICLE•Societies•2021•Cited by: 1•References: 5

    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

    Open Access•Paul Scriven•ARTICLE•Games and Culture•2015•Cited by: 3•References: 3

    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

    Open Access•Paul Scriven•ARTICLE•Games and Culture•2015•Cited by: 3•References: 3

    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

    Open Access•Paul Scriven•ARTICLE•Societies•2021•Cited by: 1•References: 5

    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

    Open Access•Paul Scriven•ARTICLE•Games and Culture•2015•Cited by: 3•References: 3

    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

    Open Access•Paul Scriven•ARTICLE•Societies•2021•Cited by: 1•References: 5

    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

    Paul Scriven•ARTICLE•Techné Research in Philosophy and…•2023

    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

    Open Access•Paul Scriven•ARTICLE•Annals of Leisure Research•2024•References: 6

    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)

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