Abstract
This study explores the concept of teleological dissonance, describing a semiotic conflict between game-afforded goals and end-game conditions. Drawing on Seraphine’s groundwork (2016), this proposed revision of the notion ”ludonarrative dissonance” – originally coined in an (in)famous blog post by Hocking (2007) – is motivated by a) the latter’s lack of coherence; and b) the latter’s apparent negative connotations. Indeed, the powerful potentials of dissonance should be of great interest to researchers and designers alike – to whom a teleological approach may prove productive.
| Original language | English |
|---|---|
| Title of host publication | Proceedings of DiGRA 2020 |
| Publisher | Digital Games Research Association |
| Publication date | 2020 |
| Publication status | Published - 2020 |
Keywords
- Ludonarrative dissonance
- Teleology
- Ontology
- Semiotics
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