A theoretical framework of ludic knowledge: a case study in disruption and cognitive engagement

    Research output: Contribution to conferencePaperpeer-review

    Abstract

    This paper presents a theoretical framework of ludic knowledge applicable to game design. It was developed as a basis for disrupting player knowledge of ‘normative’ game rules and behaviours, stored as different types of ludic knowledge (intraludic, interludic, transludic, and extraludic), with the aim of supporting a player’s cognitive engagement with a game. The framework describes these different types of knowledge and how they inform player expectation, engagement with gameplay choices, and critical responses to games before, during, and after play. Following the work by Howell, Stevens, and Eyles (2014) that presented an initial schema-based framework of player learning during gameplay, this paper further develops the framework based on its application to the design and development of the commercial game Amnesia: A Machine for Pigs (The Chinese Room, 2013); a first-person horror-adventure title released for PC. While the theoretical framework of ludic knowledge was developed to support the concept of ‘disruption’, it can also be applied as a standalone tool usable as a basis for critical analysis of how players engage with and talk about games more generally.
    Original languageEnglish
    Number of pages19
    Publication statusPublished - 2016
    Event10th International Philosophy of Computer Games Conference - University of Malta, Malta
    Duration: 1 Nov 20164 Nov 2016

    Conference

    Conference10th International Philosophy of Computer Games Conference
    Country/TerritoryMalta
    Period1/11/164/11/16

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