Disrupting the player’s schematised knowledge of game components

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Abstract

The concept of "conservatism" in game design has been a subject of debate for a number of years. This "conservatism" is linked to "player-centricity‟ in design. Such player-centricity can be suggested to place a limit on the fulfilment of high level cognitive player needs. A framework is thus proposed for disruptive game design that focuses on the player and how they learn about game components. It actively seeks the disruption of knowledge construction as well as the recall process used in applying that knowledge to new situations. Such disruption aims to increase the player‟s cognitive engagement with the game in a way that does not entirely prevent them from understanding the game, which may cause frustration or confusion. This design approach thus aims to provide greater potential for fulfilment of a player‟s high level cognitive needs. The framework is applied to a small case study of the game Amnesia: A Machine for Pigs (The Chinese Room, 2013) that was designed and developed utilising its principles.
Original languageEnglish
Title of host publicationDiGRA '14
Subtitle of host publicationproceedings of the 2014 DiGRA International Conference. Vol. 8
PublisherDigital Games Research Association
Publication statusPublished - 2014
EventDiGRA 2014: <Active Noun> the <Verb> of game <Plural Noun> - Snowbird Summer Resort, Saltlake City, United States
Duration: 3 Aug 20146 Aug 2014

Conference

ConferenceDiGRA 2014
Country/TerritoryUnited States
CitySaltlake City
Period3/08/146/08/14

Keywords

  • cognition
  • development-led research
  • disruptive game design
  • memory
  • schema

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