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Schematically disruptive game design

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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 - Sep 2011
EventDiGRA 2011: Think Design Play - University of Utrecht, Hilversum, Netherlands
Duration: 14 Sep 201117 Sep 2011

Conference

ConferenceDiGRA 2011
Abbreviated titleDiGRA'11
CountryNetherlands
CityHilversum
Period14/09/1117/09/11

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ID: 221713