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

Game Design, Lecture

Hal Barwood
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.

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