Expert role-players expressed more frustration with insufficient in-game social context in computer RPGs than with any other aspect, even when discussing their favorite games¶
Claim · All claims
Evidence · 1 study · qualitativer2·q2
Currency · newest study 2008 · not yet checked against its sources · not reviewed by a person
Subclaims¶
Reading the evidence codes
q is the design tier, i the impact, n the sample, and the kind with its r
the rigour judged within that kind: what each code means.
This claim: no standardized effect is recorded in observations/ for it yet, so no benchmark reading is possible.
q2 i? More participants expressed frustration about lack of rich in-game social context than any other topic, because computer RPGs often lack sufficiently rich social context. → Simkins 2008
Evidence¶
Simkins 2008¶
Simkins, D. W., & Steinkuehler, C. (2008). Critical ethical reasoning and role-play. Games and Culture. https://doi.org/10.1177/1555412008317313
q2 · i? · qualitative · r2
In the Findings discussion of the social context category, the article reports that "More participants in this study expressed their frustration with the games they play on this topic than any other." Games drawing on transmedia franchises such as Knights of the Old Republic 2 were noted as having an advantage. No effect size is reported.
"More participants in this study expressed their frustration with the games they play on this topic than any other, even when discussing their favorite games, because computer RPGs often lack sufficiently rich in-game social context."
Discussion¶
Related Claims¶
- Thematic coding of expert role-players' interviews produced 46 codes, of which 25 were preference themes (86 statements) and 21 were fact themes (68 statements) — related
- Participants split between narrative and game play themes, with 6 of 10 mentioning both and the rest mentioning only one, suggesting the ludology–narratology debate may reflect player preferences — related
- Players decided to engage in gaming primarily for escapism and fun, social connectivity, and achievement of task-related goals through control — related
- Players of RPGs engage in ethical decision making as part of their game play, and games under the right conditions have the potential to foster critical ethical reasoning — related
- The authors hypothesize that violent role-playing games appear to engage individuals in ethical reasoning that may foster empathy, tolerance, and understanding rather than inuring them to violence — related
Page metadata
| Field | Value |
|---|---|
type |
claim |
id |
players-frustrated-by-thin-social-context |
title |
Expert role-players expressed more frustration with insufficient in-game social context in computer RPGs than with any other aspect, even when discussing their favorite games |
description |
Expert role-players expressed more frustration with insufficient in-game social context in computer RPGs than with any other aspect, even when discussing their favorite games |
status |
review |
evidence_strength |
weak |
newest_evidence |
2008 |
generated |
by process:wiki-ingest on 2026-10-16 |
trust |
unverified — no one has confirmed this page's content |
sources |
1 — simkins-2008 |
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