{"status":"ok","message-type":"work","message-version":"1.0.0","message":{"indexed":{"date-parts":[[2026,3,30]],"date-time":"2026-03-30T23:39:03Z","timestamp":1774913943741,"version":"3.50.1"},"reference-count":113,"publisher":"Association for Computing Machinery (ACM)","issue":"CHI PLAY","license":[{"start":{"date-parts":[[2023,9,29]],"date-time":"2023-09-29T00:00:00Z","timestamp":1695945600000},"content-version":"vor","delay-in-days":0,"URL":"https:\/\/creativecommons.org\/licenses\/by\/4.0\/"}],"content-domain":{"domain":["dl.acm.org"],"crossmark-restriction":true},"short-container-title":["Proc. ACM Hum.-Comput. Interact."],"published-print":{"date-parts":[[2023,9,29]]},"abstract":"<jats:p>The narrative experience of perennial games---ongoing, live games---revolves around the community that plays it. These games serve a fractured form of storytelling, which leaves it to the community to determine what counts as part of the story; or what is considered \u201ccanon\u201d. What is canon is a question of who and what the story is allowed to be about, and what is allowed to be in it. Therefore, it is important to understand how players of perennial games understand what is canon and what is not.  \nThis paper presents a mixed methods study of an online survey (N=118) and interviews (N=15) of players of the game Destiny 2, with the goal of understanding what events players consider canon and why.  \nThe findings indicate that while authorship and conventional game story elements are considered canon, there is still disagreement, especially as the storytelling methods become non-conventional. Players can provide nuanced viewpoints on why an event is or is not canon, and they do not always agree. These results can help designers understand how their decisions influence the community discussions of canonicity, and how properties of their game can help create experiences that lets players see themselves in the work.<\/jats:p>","DOI":"10.1145\/3611029","type":"journal-article","created":{"date-parts":[[2023,10,4]],"date-time":"2023-10-04T15:28:28Z","timestamp":1696433308000},"page":"237-263","update-policy":"https:\/\/doi.org\/10.1145\/crossmark-policy","source":"Crossref","is-referenced-by-count":3,"title":["\u201cAnything a Guardian Does Is Canonical\u201d: Player Understanding of Canon in Destiny"],"prefix":"10.1145","volume":"7","author":[{"ORCID":"https:\/\/orcid.org\/0000-0003-1677-8071","authenticated-orcid":false,"given":"Bjarke Alexander","family":"Larsen","sequence":"first","affiliation":[{"name":"University of California, Santa Cruz, USA"}],"role":[{"role":"author","vocabulary":"crossref"}]},{"ORCID":"https:\/\/orcid.org\/0000-0002-5583-389X","authenticated-orcid":false,"given":"Elin","family":"Carstensdottir","sequence":"additional","affiliation":[{"name":"University of California, Santa Cruz, USA"}],"role":[{"role":"author","vocabulary":"crossref"}]}],"member":"320","published-online":{"date-parts":[[2023,10,4]]},"reference":[{"key":"e_1_2_1_1_1","volume-title":"Alternate Reality Games, Narrative Disbursement and Canon. 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