







Ludonarrative dissonance is the perceived conflict between a video game's narrative told through the non-interactive elements and the narrative told through the gameplay. Ludonarrative, a portmanteau of ludology and narrative, refers to the intersection of a video game's ludic elements (gameplay) and narrative elements. The term was coined by Canadian video game designer Clint Hocking in a 2007 blog post.
Disinformation and grievance narratives
Synthese - Disinformation is often defined as misleading content intended to instill false beliefs. But this definition is too narrow. We need to focus instead on its broader epistemic effects....
(PDF) Post-truth and Disinformation: Using discourse analysis to understand the creation of emotional and rival narratives in Brexit
PDF | The present research explores the concept of post-truth and disinformation in regard to Brexit. It is a qualitative and exploratory investigation.... | Find, read and cite all the research you need on ResearchGate

The Search For The Apolitical Video Game
Weaving Narratives into Procedural Worlds
Examining the value, characteristics, and methods of integrating static narratives into otherwise procedurally generated environments.
4-Layers, A Narrative Design Approach
Introduction This blog post will be about a new way to approach narrative design in games - the 4 Layers Approach. It is based on a GDC ...

Integrating Narrative into Game Design: A Portal Post-Mortem
The Internet's Meaning Crisis
Parasocial media is a response to excessive irrelevance

What do we mean when we call a game 'immersive'?
Some games seem to grab us by the brain and won’t let go. But it could be that we’re doing a lot of the work ourselves...

A lexicon for game activity sharing
I think that discussion landed on atmosphere.games, no? I think it’d be cool to get this lexicon out there soon.

Introducing The Pentaract: A Comprehensive Set of Video Game Lexicons for ATProto
Some of you already know that I’ve been working on-and-off on a lexicon for video games. I figured it would be a good idea to put the lexicon up for further discussion, and to make sure I’m headed down the right path with things. But why? Last year, the video games industry experienced a significant upheaval when radical groups leveraged moral panic to pressure payment processors, which in turn pressured games platforms to remove NSFW applications. This resulted in a lot of underrepresented dev...


The NOexistenceN of you AND me
Use "game" as a medium to showcase the world of "you/girl". Explore the truth of "you/girl/world" through the form of a "visual novel".

Fundamentals of Interactivity | Interactive Storytelling Tools for Writers | Chris Crawford
The Existential Terror of Battle Royale
It’s been a while since I wrote a blog post, I guess in general, but also a blog post about video games. Video games are probably the single thing most attributable to my career as a programmer, and everything else I’ve done professionally after that. I still feel

The role of transportation in the persuasiveness of public narratives.
» How Jordan Mechner Made a Different Sort of Interactive Movie (or, The Virtues of Restraint) The Digital Antiquarian
One can learn much about the state of computer gaming in any given period by looking to the metaphors its practitioners are embracing. In the early 1980s, when interfaces were entirely textual and graphics crude or nonexistent, text adventures like those of Infocom were heralded as the vanguard of a new interactive literature destined to augment or entirely supersede non-interactive books. That idea peaked with the mid-decade bookware boom, when just about every entertainment-software publisher (and a few traditional book publishers) were rushing to sign established authors and books to interactive projects. It then proceeded to collapse just as quickly under the weight of its own self-importance when the games proved less compelling and the public less interested than anticipated.