Artifacts can be transmuted into other artifacts, subject to that limitation (thus at some point, after all artifacts have spawned, the Well of Transmutation / Phase Pitcher will throw back the artifact that is dropped in it). It should be noted that each artifact can only spawn once in the whole dungeon. However, the Ethereal Chains are not included in Sprouted, the Cape of Thorns still exists in Sprouted although it has been removed from Shattered in v.0.7.0, and the Rings of Disintegration and Frost are new artifacts. By using examples of the ways my creative output represents queerness within games, and comparing these to other existing texts, this paper demonstrates how nuanced narratives can be produced at the intersections of these categories, and how this framework can be used across multiple mediums to increase and diversify representation.Since Sprouted PD was adapted from v.0.2.4 of Shattered PD, most Artifacts have the same name and sprite with those of Shattered, but none is identical with its equivalent in Shattered. This paper proposes six categories that can be used as lenses for examining representations when writing and analysing videogame texts: central and incidental explicit and implicit and fixed and player-centric. Discussions around this resulting diversity often highlight whether a depiction is 'positive' or 'negative', which does not allow creators or consumers to consider identity in a nuanced way. But with greater acceptance of game texts as artefacts worthy of analysis, and increased accessibility of game-tools so that marginalised creators can use the medium to tell their story, diversity in games has been increasing. Videogames commonly represent dominant identities as a default: white, male, cisgender, heterosexual, and able-bodied. This research supports and extends prior findings which suggest that NUIs might not be as natural and intuitive as they are designed to be. Additionally, game genre differences were found suggesting shooting games (first- and third-person shooters) to be more frequently played with gamepads and sports games to be more frequently played with NUIs, and gamepad session were as much as 50 per cent longer on average. No differences in controller simplicity or the overall enjoyment were found. Likewise, participants discussing NUIs were more likely to comment on the controller’s lack of precision, feeling unnatural, having less success during the game session, and seeing the controller as more novel. While the same eleven discussion themes emerged when players described either gamepad or NUI experiences, participants discussing gamepads were more likely to comment on the controller’s precision, comfort, success using the controller, and their past experience with the controller. A secondary qualitative analysis of N=238 open-ended comments to a larger game controller experience survey were analysed for emergent themes, with χ2 tests used to compare the frequency of their mention between the two controller types. This research report sought to understand how gamers experienced recent gaming sessions using traditional game controllers (gamepads) or natural user interfaces (NUIs, such as the Nintendo Wiimote).
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