Abstract
As new media, computer games are commonly characterised by interactivity and the levels of immersion they afford their players. In contrast to player-to-player games in which both players can take action in real time without fixed turns, the closed ecosystems of action- adventure console games tend to articulate player-to-game interactivity. Within the context of a longitudinal study into the nature of players' relationships with action-adventure games, a contradiction between design-intent and player-treatment was observed that constituted a natural component of a game's life-cycle. Video footage taken within the social contexts in which play is actualised revealed instances in which participants transformed one-player games into an effective and highly structured social hybrid of game-play. A single case study is provided of a natural occurrence of collaborative play with the console version of the game Soul Reaver: Legacy of Kain (Eidos).
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