Schematically disruptive game design

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    Abstract

    Many games focus their resources at satiating player ‘needs’, and meeting perceived expectations that players have of how games should behave and of what constitutes enjoyable, gratifying gameplay. This paper outlines an alternate position on game design – one which focuses on disrupting these expectations, on designing games that players cannot succeed in simply by relying on their pre-acquired gameplay experiences. A critique of current game design trends is offered, and possible future outcomes of these trends analysed. The proposed framework for ‘Schematically Disruptive Design’ is discussed in relation to the current body of literature, alongside a justification of taking a development-led, horror-focused approach to this research programme. The current position of the research and intended direction of study is lastly outlined, along with the intended application of future results.
    Original languageEnglish
    Publication statusPublished - Sept 2011
    EventDiGRA 2011: Think Design Play - University of Utrecht, Hilversum, Netherlands
    Duration: 14 Sept 201117 Sept 2011

    Conference

    ConferenceDiGRA 2011
    Abbreviated titleDiGRA'11
    Country/TerritoryNetherlands
    CityHilversum
    Period14/09/1117/09/11

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