Games are artificially constructed systems
We explore and construct our..
To facilitate an experience in which the player can experiment with their behavior, either by playing their ideal selves, subverting their ideal selves or by acting out their ought selves, the choices they make should be reflected in meaningful ways throughout the game. This can include an changes such as an strong impact on the narrative or creating interesting opportunities for other players.
Motivations: Identity
Dibbell, Julian (1993). A R*pe in Cyberspace. New York: The Village Voice.
Flanagan, M. Booth, A (2002).Hyperbodies. Hyperknowledge: Women in Games, Women in Cyberpunk, and Strategies of Resistance. reload: rethinking women + cyberculture. Cambridge: MIT Press. 425-454
Flanagan, M. Booth, A (2006). Re:skin. Cambridge: The MIT Press.
Leary, M. R.; Tangney, J. P. (2003). Handbook of self and identity. New York:Guilford Press.
Nardi, B. A. (2010). My Life as a Night Elf Priest - Work Play and the Magic Circle. Michigan: The University of Michigan Press.
Reeve, J (). Understanding Motivation and Emotion.
Turkle, S (1995). Life on the Screen: Identity in the Age of the Internet. New York: Simon & Schuster.