Search






My Shopping Cart

[ 0 ] items in cart

View Cart | Checkout


Game Developer Research
bullet Research Reports

Gamasutra
bullet Contractor Listings

GDC Vault
bullet Individual Subscription

GDC Audio Recordings
bullet App Developers Conference 2013
bullet GDC Next 2013
bullet GDC Europe 2013
bullet GDC 2013
bullet GDC Online 2012
bullet GDC Europe 2012
bullet GDC 2012
bullet GDC 2011
bullet GDC 10
bullet GDC 09
bullet GDC Austin 08
bullet GDC Mobile 08
bullet GDC 08
bullet GDC Austin 07
bullet GDC Mobile 07
bullet GDC 07
bullet GDC 06
bullet GDC 05
bullet GDC 04
bullet GDC 03
bullet GDC 01
bullet GDC 2000 & Before


Newest Item(s)
bullet

Why Now Is the Best Time Ever to Be a Game Developer

Ingress: Design Principles Behind Google's Massively Multiplayer Geo Game

Playing with 'Game'

Gathering Your Party with Project Eternity (GDC Next 10)

D4: Dawn of the Dreaming Director's Drama (GDC Next 10)

Using Plot Devices to Create Gameplay in Storyteller (GDC Next 10)

How I Learned to Stop Worrying and Love Making CounterSpy (GDC Next 10)

Luck and Skill in Games

Minimalist Game Design for Mobile Devices

Broken Age: Rethinking a Classic Genre for the Modern Era (GDC Next 10)


Storefront > GDC Vault Store - Audio Recordings > More GDC > GDC 2004


View larger image
 


QTY:

Entering the World: Cognitive Dissonance and Immersion in Electronic Games
Price $5.95
Adjustment
Type
Stock Unlimited
Status
Weight 0 lb, 0 oz
SKU GDC-04-021
Statistics
Description
Entering the World: Cognitive Dissonance and Immersion in Electronic Games,
2040

Game Design, Lecture

Hal Barwood
Designer/Writer,
Much of life and all of art is marked by the differential processing of contradictory inputs, cognitive dissonance. Think of a dinner roast made from a slaughtered animal; think hot headlines and cold history; think movies flowing from hundreds of separate shots; think games made from puppets, snippets of geometry, hit points, interfaces, and artificial boundaries. How do human beings make sense of an entertaining experience, let alone enjoy it? Coleridge’s “willing suspension of disbelief” is the everyday answer. A question for game designers is: how can we encourage the process? Are there lessons to be found in the allied arts? Or must developers rely on manipulating features unique to games? This talk imagines that immersion is an important goal of design, that cognitive dissonance is an important barrier, and explores the consequences.

Attendees catch a glimpse of the phenomenology of games, how they exist as collections of disparate elements, how the elements conflict with each other, and how the human psyche knits the elements together. With this information and the accompanying discussion, they should begin to recognize some of the major issues in designing immersive games.

Please leave this field blank.

There are no related products to display.

Related Products...

Please leave this field blank.