Meta-Rules and Complicity in Brenda Brathwaite’s Train
Keywords:
game studies, game design, meta-rules, complicityAbstract
Train, a board game designed and produced by Brenda Brathwaite (2009), is an unusual game in many regards. It is a game that reliably elicits feelings of complicity in its players with a tragic human event from history. It does this by using the technique of taking advantage of players� and audience members��expectations about the meta-rules around games and conflating them with the meta-rules of our society. In this paper, I will introduce the game Train, briefly explain the concept of meta-rules and their importance to our understanding of game design and game studies, and examine in detail the particular meta-rules that are utilized in Train to create emotional resonance in all who encounter it. Through this close reading of one game, I will show how the meta-rules around games can be effectively taken advantage of to produce projects that force our own internal examinations of our relationships with tragic events and society at large.Downloads
Published
2011-01-01
Bibtex
@Conference{digra587, title ="Meta-Rules and Complicity in Brenda Brathwaite’s Train", year = "2011", author = "Logas, Heather Lee", publisher = "DiGRA", address = "Tampere", howpublished = "\url{https://dl.digra.org/index.php/dl/article/view/587}", booktitle = "Proceedings of DiGRA 2011 Conference: Think Design Play"}
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Papers
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