Subversive Game Design for Recursive Learning
Keywords:
learning, recursive learning, theory-based game design, subversive game designAbstract
How are players' expectations challenged through subverting common design patterns in digital games? The following paper outlines a game design experiment that combines state of the art learning research with game design. The goal of the game project is to explore how subversive design patterns can be created that force the players to rethink their expectations and interpretations. In the developed game Afterland various paradigm shifts subvert common gameplay patterns in order to encourage players to modify their anticipations. This is designed to provoke a corresponding paradigm shift in the players, forcing them to reassess certain expectations and to adopt new mental models, strategies, and goals other than those commonly found in games of this genre. The paper introduces recursive learning as a theoretical foundation for the game design process and offers constructive insight derived from this particular research-based game design project conducted at the Singapore-MIT GAMBIT Game Lab.Downloads
Published
2011-01-01
Bibtex
@Conference{digra518, title ="Subversive Game Design for Recursive Learning", year = "2011", author = "Mitgutsch, Konstantin and Weise, Matthew", publisher = "DiGRA", address = "Tampere", howpublished = "\url{https://dl.digra.org/index.php/dl/article/view/518}", booktitle = "Proceedings of DiGRA 2011 Conference: Think Design Play"}
Proceedings
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Papers
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© Authors & Digital Games Research Association DiGRA. Personal and educational classroom use of this paper is
allowed, commercial use requires specific permission from the author.