Measuring Player Perceptions of Freedom and Control in Modded and Unmodded Versions of Bethesda's Skyrim: A Qualitative Play Study

[1]  J. Bentham An Introduction to the Principles of Morals and Legislation , 1945, Princeton Readings in Political Thought.

[2]  G. Frasca Simulation versus narrative , 2005 .

[3]  Marcus Schulzke Simulating Philosophy: Interpreting Video Games as Executable Thought Experiments , 2013, Philosophy & Technology.

[4]  M Curran,et al.  The Ethics of Information , 1991, The Journal of nursing administration.

[5]  Christopher Bartel Free will and moral responsibility in video games , 2015, Ethics and Information Technology.

[6]  F. Infurna,et al.  Perceived Control: Theory, Research, and Practice in the First 50 Years , 2016 .

[7]  Kin Fai Ellick Wong,et al.  Free will is about choosing: The link between choice and the belief in free will , 2014 .

[8]  T. Nys Isaiah Berlin and Charles Taylor: The tension between freedom and authenticity , 2004 .

[9]  S. Chatman Story and Discourse: Narrative Structure in Fiction and Film , 1980 .

[10]  F. Bowring Negative and Positive Freedom: Lessons from, and to, Sociology , 2015 .

[11]  Joshua Knobe,et al.  Thought experiments. , 2011, Scientific American.

[12]  Joshua Knobe,et al.  Experimental philosophy. , 2012, Annual review of psychology.

[13]  Michael J. Singer,et al.  The Factor Structure of the Presence Questionnaire , 2005, Presence: Teleoperators & Virtual Environments.

[14]  M. Leon Freedom and Determinism: The Importance of Method , 2016 .

[15]  Mark J.P. Wolf,et al.  The video game explosion : a history from PONG to PlayStation and beyond , 2008 .

[16]  D. Carveth Sociology and Psychoanalysis: The Hobbesian Problem Revisited , 1982 .

[17]  James Andow Qualitative tools and experimental philosophy , 2016, Philosophical psychology.

[18]  Ryan Rogers,et al.  Media enjoyment as a function of control over characters , 2016, Entertain. Comput..

[19]  N. Mulvaney-Day,et al.  Feminist bioethics meets experimental philosophy: Embracing the qualitative and experiential , 2012 .

[20]  D. Rucker,et al.  Power and Choice: Their Dynamic Interplay in Quenching the Thirst for Personal Control , 2011 .

[21]  Lauren Cruikshank,et al.  The Video Game Theory Reader , 2006 .

[22]  Joshua Knobe,et al.  An Experimental Philosophy Manifesto , 2008 .

[23]  Karen Schrier Chapter 3 – Emotion, Empathy, and Ethical Thinking in Fable III , 2016 .

[24]  Druin Burch Two concepts of liberty , 2004, The Lancet.

[25]  Nathaniel Poor,et al.  Computer game modders’ motivations and sense of community: A mixed-methods approach , 2014, New Media Soc..

[26]  S. Domsch Storyplaying: Agency and Narrative in Video Games , 2013 .

[27]  A. Blau Against Positive and Negative Freedom , 2004 .

[28]  S. Pfeifer When To Use What Research Design , 2016 .

[29]  Lee S. Duemer Existentialism as a framework for qualitative research: Understanding freedom and choice in educational organizations , 2012 .

[30]  C. Weems,et al.  Patterns of actual and perceived control: are control profiles differentially related to internalizing and externalizing problems in youth? , 2010, Anxiety, stress, and coping.

[31]  John Carson Belief in free will , 2017, Nature Human Behaviour.

[32]  R. Brookey,et al.  Sex Lives in Second Life , 2009 .

[33]  Thomas Nadelhoffer,et al.  Positive Illusions, Perceived Control and the Free Will Debate , 2009 .

[34]  Melanie Birks,et al.  Grounded Theory: A Practical Guide , 2011, QMiP Bulletin.

[35]  Harry G. Frankfurt,et al.  The importance of what we care about: Freedom of the will and the concept of a person , 1971 .

[36]  J. Murray Hamlet on the Holodeck , 1997 .

[37]  Hamid Seyedsayamdost,et al.  ON NORMATIVITY AND EPISTEMIC INTUITIONS: FAILURE OF REPLICATION , 2014, Episteme.

[38]  L. T. Ross,et al.  The free will inventory: Measuring beliefs about agency and responsibility , 2014, Consciousness and Cognition.

[39]  S. Eichner,et al.  Agency and Media Reception: Experiencing Video Games, Film, and Television , 2014 .

[40]  Katherine Isbister,et al.  How Games Move Us - Emotion by Design , 2016 .

[41]  Bride Mallon Towards a taxonomy of perceived agency in narrative game-play , 2008, CIE.

[42]  Adam Feltz,et al.  Frankfurt and the folk: An experimental investigation of Frankfurt-style cases , 2011, Consciousness and Cognition.

[43]  Claudia Schrader,et al.  The perception of control as a predictor of emotional trends during gameplay , 2017 .

[44]  T. Takala Concepts of “person” and “liberty,” and their implications to our fading notions of autonomy , 2007, Journal of Medical Ethics.

[45]  E. Langer,et al.  Perceived Control and Mindfulness: Implications for Clinical Practice. , 2016 .

[46]  Mel Stanfill,et al.  Mods as Lightning Rods: A Typology of Video Game Mods, Intellectual Property, and Social Benefit/Harm , 2018, Social & Legal Studies.

[47]  Don C. Locke Elbow Room: The Varieties of Free Will Worth Wanting , 1986 .

[48]  J. Durlak The Language of New Media , 2002 .

[49]  David A. Lincove Sources: Encyclopedia of Time: Science, Philosophy, Theology, and Culture , 2009 .

[50]  Scott Rogers,et al.  Level Up!: The Guide to Great Video Game Design , 2010 .

[51]  J. G. Tanenbaum How I Learned to Stop Worrying and Love the Gamer: Reframing Subversive Play in Story-Based Games , 2013, DiGRA Conference.

[52]  Walt Scacchi,et al.  Computer Game Mods, Modders, Modding, and the Mod Scene , 2010, First Monday.

[53]  Jason Turner,et al.  Surveying Freedom: Folk Intuitions about free will and moral responsibility , 2005 .

[54]  Jeanne H. Brockmyer,et al.  The Development of the Game Engagement Questionnaire: A Measure of Engagement in Video Game Playing: Response to Reviews , 2009, Interacting with computers.

[55]  Katie Salen,et al.  Rules of play: game design fundamentals , 2003 .

[56]  R. Pekrun The Control-Value Theory of Achievement Emotions: Assumptions, Corollaries, and Implications for Educational Research and Practice , 2006 .

[57]  Paul Duncum Youth's remix culture off and on line , 2013 .

[58]  Susanne Bobzien Determinism and Freedom in Stoic Philosophy , 1999 .

[59]  Magy Seif El-Nasr,et al.  Experiencing interactive narrative: A qualitative analysis of Façade , 2013, Entertain. Comput..

[60]  David S. Heineman Thinking about Video Games: Interviews with the Experts , 2015 .

[61]  Espen Aarseth Cybertext: Perspectives on Ergodic Literature , 1997 .

[62]  A. Bandura Self-efficacy: toward a unifying theory of behavioral change. , 1977, Psychological review.

[63]  M. Csíkszentmihályi Applications of Flow in Human Development and Education , 2014 .

[64]  N. Bowman,et al.  The Quality of Video Games: Subjective Quality Assessments as Predictors of Self-Reported Presence in First-Person Shooter and Role-Playing Games , 2016 .

[65]  Donald Merritt,et al.  The Impact of User-Generated Interfaces on the Participation of Users with a Disability in Virtual Environments: Blizzard Entertainment's World of Warcraft Model , 2015 .

[66]  Espen Aarseth,et al.  A narrative theory of games , 2012, FDG.

[67]  Bernard Molyneux New Arguments that Philosophers don't Treat Intuitions as Evidence , 2014 .

[68]  E. Mayr Understanding Human Agency , 2011 .

[69]  M. Friedman The Social Responsibility of Business Is to Increase Its Profits , 2007 .

[70]  Renyi Hong Game Modding, Prosumerism and Neoliberal Labor Practices , 2013 .

[71]  Geoff F. Kaufman,et al.  Understanding Media Enjoyment: The Role of Transportation Into Narrative Worlds , 2004 .

[72]  Hector Postigo From Pong to Planet Quake: Post-Industrial Transitions from Leisure to Work , 2003 .

[73]  Thomas Nadelhoffer,et al.  The phenomenology of free will , 2004 .

[74]  Luis de Miranda Life Is Strange and "Games Are Made": A Philosophical Interpretation of a Multiple-Choice Existential Simulator With Copilot Sartre , 2018, Games Cult..

[75]  Alexander Unger Modding as Part of Game Culture , 2012 .

[76]  Robert Zubek,et al.  MDA : A Formal Approach to Game Design and Game Research , 2004 .

[77]  K. Wallston,et al.  Perceived control and health , 1987 .

[78]  Peter van Inwagen,et al.  How to Think about the Problem of Free Will , 2008 .

[79]  Jim Bizzocchi,et al.  Close Reading Oblivion: Character Believability and Intelligent Personalization in Games , 2009 .

[80]  Simona Botti,et al.  Power and Choice , 2011, Psychological science.

[81]  R. Rakos,et al.  Belief in Free Will: Measurement and Conceptualization Innovations , 2008 .

[82]  Youngkyun Baek,et al.  Exploring how individual traits influence enjoyment in a mobile learning game , 2017, Comput. Hum. Behav..

[83]  Benjamin A. Clegg,et al.  Measuring Game Engagement , 2014 .

[84]  C. Short,et al.  Enjoyment: A Conceptual Exploration and Overview of Experimental Evidence in the Context of Games for Health. , 2016, Games for health journal.

[85]  Teun Dubbelman,et al.  Narrative Game Mechanics , 2016, ICIDS.

[86]  Rowan Tulloch A man chooses, a slave obeys: agency, interactivity and freedom in video gaming , 2010 .

[87]  Bertram F. Malle,et al.  From Uncaused Will to Conscious Choice: The Need to Study, Not Speculate About People’s Folk Concept of Free Will , 2010 .

[88]  S. Heyman Positive and Negative Liberty , 1992 .

[89]  J. Surber FREEDOM AS ‘MEANINGFUL CHOICE’: PHILOSOPHICAL LESSONS FROM COMPUTER GAMEPLAY , 2014 .

[90]  A New Scheme of Positive and Negative Freedom , 2003 .

[91]  Frans Mäyrä,et al.  An introduction to game studies , 2008 .

[92]  Mark J. P. Wolf,et al.  The Routledge Companion to Video Game Studies , 2014 .

[93]  Hector Postigo,et al.  Of Mods and Modders , 2007 .

[94]  E. Sosa Experimental philosophy and philosophical intuition , 2007 .

[95]  Thomas R. Flynn,et al.  Existentialism: A Very Short Introduction , 2006 .

[96]  John Finlay Kerr "Second person: Role-playing and story in games and playable media," edited by Pat Harrigan and Noah Wardrip-Fruin , 2009 .