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Stories of Stigma and Acceptance
People categorize each other in many avenues of our lives; these categories also play out in our
fictions and games. For example, within role-playing games (RPGs), racial categorization is
often used to trigger reactions when conversing with non-player characters (NPCs). However, in
most such narratives, category membership is determined in a simplistic fashion in which
members are slotted into boxes with no possibility for identities moving between the center or
the margins social groups. These deficiencies are particularly visible when trying to create
expressive stories that can evoke nuanced phenomena such as social stigma. This paper
presents our steps toward enabling interactive narratives more aligned with the social critiques
by writers such as Octavia Butler or Samuel R. Delany than the uncritical play of identity in
many mainstream computer role-playing games.
We implemented the Chimeria1 platform to model social categorization phenomena including
the movement of members within and across social categories [1]. By implementing a systemMarius Ulvund - 17.02.2015 - 15:46