Fact-checked by Grok 2 weeks ago

Ludonarrative dissonance

Ludonarrative dissonance refers to the perceived conflict or tension between a video game's ludic elements—such as its mechanics, rules, and player actions—and its narrative elements, including story, themes, and character motivations. The term was coined in 2007 by game designer Clint Hocking in a blog post to describe inconsistencies in BioShock, where the narrative promotes altruism and philosophical choice but the gameplay rewards selfish, violent actions that undermine those ideals. This dissonance arises from the inherent challenges in integrating interactive gameplay with linear storytelling, often leading to moments where player agency clashes with the intended thematic message. Scholars and designers have debated whether ludonarrative dissonance constitutes a design flaw to be minimized or a deliberate creative tool that can provoke deeper reflection and critique. For instance, in (2013), the narrative portrays protagonist as traumatized and reluctant to kill, yet the gameplay requires aggressive, repetitive , creating a thematic disconnect that highlights and issues in gaming. In transmedia contexts, such as expansions into , dissonance can be addressed across media by leveraging non-interactive storytelling to enrich the universe beyond gameplay limitations. Beyond criticism, ludonarrative dissonance has been explored for its potential in political and ideological analysis, revealing how games simulate while reinforcing real-world power structures. In , mechanics allowing moral choices simulate frontier freedom, but the narrative enforces inevitable consequences tied to neoliberal themes of and failure. Recent scholarship views it not merely as a problem but as an opportunity for innovative design, where intentional dissonance—such as in —can reinvigorate player engagement by challenging expectations and fostering critical thought. As video games evolve with more complex narratives and mechanics, addressing or harnessing ludonarrative dissonance remains central to discussions on , , and the medium's artistic potential.

Historical Development

Coining of the Term

The term "ludonarrative dissonance" was coined by , then creative director at , in his October 7, 2007, blog post titled "Ludonarrative Dissonance in ," published on his personal site Click Nothing. In the post, Hocking introduced the concept to describe the fundamental conflict in BioShock between its ludic elements—gameplay mechanics—and narrative elements, arguing that this opposition undermines the player's immersion in the game's fiction. He defined it as a situation where "what it is about as a game" clashes with "what it is about as a story," using the game's philosophical underpinnings as a lens. Hocking's critique centered on BioShock's engagement with objectivism, the philosophy of Ayn Rand, which the narrative portrays as a destructive trap leading to societal collapse in the underwater city of Rapture. In contrast, the gameplay mechanics incentivize rational self-interest through violent, power-seeking actions, such as harvesting the genetic material ADAM from Little Sisters—young girls modified by the game's dystopian science—for personal gain, despite the narrative's moral appeals to help the revolutionary Atlas and rescue the Sisters. This mechanic, Hocking contended, rewards the very selfishness the story condemns, culminating in a twist that exposes the player's complicity but fails to resolve the underlying tension. At the time, Hocking was an established game designer known for his work on the Splinter Cell series, including level design and scripting for the original 2002 title and in 2005, which informed his emphasis on how mechanics shape player agency and thematic coherence. The blog post garnered immediate engagement, with over 40 comments debating its analysis, and it quickly fueled discussions across gaming forums and industry blogs in late 2007.

Evolution and Scholarly Debates

Following its introduction in 2007, the concept of ludonarrative dissonance gained traction in game studies through academic journals and monographs, with early references appearing in discussions of narrative integration in interactive media. For instance, articles in journals like Eludamos and Game Studies began incorporating the term by the early 2010s to analyze tensions between gameplay mechanics and storytelling in commercial titles. Ian Bogost's foundational 2006 work Unit Operations, which explored procedural rhetoric in games, saw expanded scholarly applications post-2007 that aligned with dissonance critiques, influencing analyses of how unit operations could either harmonize or conflict with narrative elements. Key scholarly contributions further solidified the term's place in the field. In 2012, Brendan Keogh's Killing is Harmless: A Critical Reading of Spec Ops: The Line applied ludonarrative dissonance to dissect how first-person shooter mechanics in Spec Ops: The Line (2012) subverted player expectations, transforming apparent gameplay tropes into a critique of violence. Similarly, Emily Short, a prominent interactive fiction designer, examined the concept in 2011 blog analyses of titles like Alan Wake, highlighting its relevance to choice-driven narratives in non-commercial interactive works. These works marked a shift toward using dissonance as a lens for deeper game interpretation rather than mere design flaw identification. Debates emerged regarding whether ludonarrative dissonance is inherently negative or potentially beneficial for thematic depth. Counterarguments from academics, including Jesper Juul's ideas in Half-Real (2005) on the between rules and , have questioned the need for strict narrative-ludic alignment in all , suggesting that perceived dissonance often stems from mismatched player expectations rather than design failure. A 2016 literature review by Frédéric Séraphin synthesized these views, noting how scholars like Ballantyne (2015) reframed dissonance as akin to , potentially fostering critical reflection when used intentionally. The 2010s witnessed a surge in discussions amid the rise of games emphasizing experimental narratives, such as those in narrative-driven titles that leveraged dissonance for emotional impact. By the , reflections intensified with releases like The Last of Us Part II (2020), where scholars debated its use of dissonance as an intentional tool to evoke for antagonists through conflicting player actions and story beats, as analyzed in a 2022 conference paper by Ambra Ferrari and Paolo Soraci. Recent scholarship from 2023–2025 has continued this evolution, exploring dissonance in contexts and developing methods to address or harness it in . This ongoing development underscores the term's maturation from a critique of misalignment to a versatile framework in game analysis.

Conceptual Framework

Definition and Key Components

Ludonarrative dissonance refers to the perceived conflict between a video game's narrative elements—such as its , themes, , and —and its ludic elements, encompassing mechanics, player actions, and systemic rules, which together generate cognitive or emotional tension for the player. This perceptual mismatch arises when the player's interactive experiences undermine or contradict the intended story progression, often resulting in a disjointed overall engagement. The term was first coined by game designer in 2007 to describe such tensions in . Key components of ludonarrative dissonance include the framework, which comprises non-interactive story delivery methods like cutscenes, scripted events, and environmental storytelling, and the ludological framework, involving player-controlled mechanics such as controls, reward systems, progression loops, and -driven choices. Dissonance manifests as a perceptual when these components misalign; for instance, player in may enable actions that subvert the 's thematic intent, creating an incongruity between what the player does and what the story prescribes. This tension highlights the dual structure of games, where imposes a linear or thematic coherence while ludus emphasizes rule-bound interactivity and emergent outcomes. Theoretically, ludonarrative dissonance draws from narratological concepts, such as Gérard Genette's distinction between (the chronological sequence of events) and (the structured presentation of those events), adapted to where the discourse emerges through real-time player interactions rather than authorial control alone. It also builds on ludological foundations, rooted in Johan Huizinga's definition of play as a voluntary, rule-governed activity within a designated space, applied to to analyze how mechanical rules shape player behavior independently of narrative goals. These underpinnings frame dissonance as a uniquely digital phenomenon, integrating narratology's focus on with ludology's emphasis on play systems to examine conflicts in interactive environments. Unlike dissonance in passive media such as , where narrative inconsistencies occur solely within the director's without audience intervention, ludonarrative dissonance is inherent to due to the player's active participation, which can alter or challenge the through ludic choices. This interactivity distinguishes games, making dissonance a product of the tension between authored intent and player-driven enactment rather than mere interpretive misalignment.

Ludonarrative Consistency

Ludonarrative consistency denotes the harmonious alignment between a video game's ludic elements—such as , rules, and player agency—and its components, where actions directly reinforce the story's themes, character motivations, and emotional arcs to produce a unified experiential whole. This integration ensures that the procedural nature of play actively supports and enriches the diegetic world, allowing players to engage with the not as passive observers but as active participants whose choices resonate with the story's intent. Central principles of ludonarrative consistency emphasize the synchronization of player-driven actions with the protagonist's internal logic and the game's overarching themes. For example, mechanics can be crafted to embody narrative morals, such as systems that reward empathetic decision-making in tales of redemption, thereby aligning player behavior with character development. Reward structures further support this by tying progression and feedback loops to thematic objectives, encouraging interactions that amplify rather than undermine the story's message. Emergent storytelling emerges as a key design philosophy here, where flexible mechanics generate organic narrative moments that consistently reflect and extend the intended lore without predetermining every outcome. Theoretical models underpin these principles by offering structured approaches to integration. The , articulated by Hunicke, LeBlanc, and Zubek, decomposes games into mechanics (core rules), dynamics (runtime behaviors), and aesthetics (player emotions and interpretations), enabling designers to calibrate ludic inputs so they directly shape narrative-driven aesthetics and foster cohesive storytelling. Complementing this, Janet Murray's vision of cyberdrama in digital environments highlights the potential for procedural and participatory elements to blend seamlessly, where interactive authorship allows players to transform narrative possibilities in ways that maintain structural and thematic . Achieving ludonarrative consistency yields significant benefits for player engagement, including heightened through the absence of conflicting signals between play and , which sustains a sense of authenticity in the game world. It also promotes deeper emotional investment, as aligned mechanics allow themes to resonate more profoundly via personalized interactions, and enhances thematic depth by enabling nuanced exploration of ideas without risking player disorientation or meta-awareness of design flaws. Overall, this consistency elevates the medium's capacity to deliver transformative experiences that feel intuitively whole.

Examples in Video Games

Prominent Cases of Dissonance

One of the most seminal examples of ludonarrative dissonance is found in (2007), where the game's narrative and mechanics present conflicting philosophies regarding self-interest and . The story, set in the underwater city of , critiques Objectivist ideals through the Jack's interactions with Atlas, who urges him to rescue the genetically modified Little Sisters to aid the downtrodden. However, gameplay mechanics reward harvesting the Little Sisters for —a resource that grants powerful upgrades—aligning more closely with selfish , as harvesting yields roughly twice the ADAM compared to rescuing. This contradiction undermines the narrative's moral push toward , leaving players feeling manipulated by the game's systems. In Spec Ops: The Line (2012), the dissonance arises from the mechanics that glorify combat prowess while the narrative condemns the psychological toll of war crimes. Players control , whose mission to rescue civilians in devolves into atrocities, most notably the white phosphorus on a civilian-filled building used as a by enemy forces. The gameplay requires players to call in the to progress, fostering a sense of heroic agency through precise aiming and resource use, yet the ensuing reveals charred civilian corpses, with Walker deflecting blame and spiraling into delusion. This forced highlights the shooter's rote violence against the story's anti-war message, often perceived as a design flaw that jars players expecting straightforward heroism. The Call of Duty series, particularly Modern Warfare 2 (2009), exemplifies dissonance in its "No Russian" mission, where the anti-terrorism narrative clashes with player-enabled mass violence. As undercover agent Joseph Allen, players infiltrate a terrorist cell and can participate in or observe of unarmed civilians in an airport, ostensibly to expose the plot and frame for global conflict. Yet the mechanics encourage active shooting for and progression, contradicting the series' broader portrayal of American forces as righteous defenders against such . Critics have noted this as a failure to integrate the shocking content meaningfully, resulting in backlash for its perceived gratuitousness without narrative payoff. Similarly, (2012) features protagonist Jason Brody's arc as a kidnapped on Rook Island, who reluctantly embraces to rescue friends and overthrow a , only to question his transformation into a savage. The narrative frames Jason's journey as a tragic , with emphasizing his internal conflict and desire to . In contrast, the open-world mechanics promote addictive conquest through tower liberation, animal hunting, and skill upgrades that make combat exhilarating and empowering, encouraging players to delay the main story for side activities that glorify island domination. This setup creates a disconnect, as the empowering undercuts the story's intended about violence's corrupting influence. These cases often lead to player alienation, where the conflicting elements cause from the experience, as players struggle to reconcile their actions with the intended . Reduced follows, with dissonance acting as a "roadblock" that pulls users out of the fictional world, diminishing emotional investment. Critical backlash has ensued, with reviews and analyses citing such dissonance as a design failure that weakens overall impact and sparks debates on in .

Instances of Intentional or Positive Dissonance

In (2015), developed by , the narrative emphasizes and mercy toward monsters, yet the combat system presents violence as a tempting and mechanically rewarding option through straightforward attack mechanics that yield experience points and progression. This deliberate ludonarrative dissonance challenges players' ingrained habits, prompting reflection on the consequences of aggression once the story reveals the humanity of enemies, thereby reinforcing the game's themes of and non-violence. Similarly, Nier: Automata (2017), directed by , employs dissonance between its existential philosophical narrative—exploring themes of humanity, , and machine sentience—and gameplay elements like bullet-hell minigames that encourage aggressive, dehumanizing actions against foes. The game's multiple endings, unlocked through repeated playthroughs that force players to relive cycles of destruction, amplify this clash, ultimately deepening the impact of its nihilistic and redemptive messages by making players complicit in the very futility the story critiques. Other notable examples include Papers, Please (2013), where bureaucratic paperwork mechanics enforce rigid, impersonal immigration inspections that conflict with the narrative's moral dilemmas, such as denying entry to desperate refugees or sympathizing with revolutionaries, thereby underscoring real-world themes of dehumanization and ethical compromise in border control. In Doki Doki Literature Club! (2017), the initial dating sim structure—with its lighthearted poem-sharing and romantic interactions—jarringly dissonates with the emerging psychological horror narrative, including meta-elements like file deletions and character self-awareness, subverting player expectations to evoke unease and critique the superficiality of visual novel tropes. Such intentional dissonance fosters by making players confront their choices, subverts genre conventions to heighten surprise, and strengthens satirical commentary on or , as evidenced by Fox's design goals to deconstruct traditional ethics in . Scholarly analyses affirm that this approach can enhance critical engagement without undermining immersion when aligned with thematic intent.

Implications for Game Design and Analysis

Strategies to Mitigate Dissonance

Game designers employ various approaches to align mechanics with elements, thereby fostering ludonarrative harmony and minimizing unintended dissonance. One key strategy involves ensuring that reward systems reflect or thematic choices presented in the , such as granting positive outcomes for empathetic actions in a survival , which reinforces player investment in the character's . This alignment creates a cohesive where ludic actions meaningfully contribute to the arc, as seen in systematic reviews of practices that emphasize proactive identification and resolution of potential conflicts between and . Iterative playtesting serves as a foundational for achieving consistency, involving repeated cycles of prototyping, player feedback collection, and refinement to detect and address discrepancies early in . For instance, designers can use feedback loops to evaluate how mechanics like or impact , adjusting them to better support thematic goals over weeks of testing with reviewers. Such processes, often spanning multiple iterations, help calibrate player experiences to avoid jarring shifts between story beats and rhythms. Branching narratives tied to gameplay outcomes represent a powerful tool for integration, allowing player decisions to influence story progression in ways that maintain coherence. In the series, choice-based dialogue and action systems enable branching paths where selections affect character relationships and plot resolutions, providing a that harmonizes with the epic narrative of interstellar conflict and moral ambiguity. Environmental storytelling further enhances this by embedding narrative cues within interactive spaces, such as dynamic world responses to player behavior that echo story themes without relying solely on scripted events. Developers like have applied these techniques effectively in (2013), where companion AI mechanics—such as Ellie providing contextual support during combat and exploration—reinforce the narrative bond between protagonists and through seamless gameplay integration. This design choice ensures that protective actions in mechanics mirror the story's themes of guardianship and loss, creating emotional depth without disrupting immersion. Despite these strategies, challenges persist in balancing player freedom with , as expansive systems risk creating "illusions of choice" where branches converge too narrowly, undermining perceived . Designers must navigate this by limiting disruptive mechanics or using emergent elements like trait-based systems that adapt narratives to styles, though testing reveals issues like misaligned difficulty affecting consistency.

Broader Impacts on Player Experience and Criticism

Ludonarrative dissonance can induce psychological effects akin to , as described in Festinger's 1957 theory, where conflicting cognitions—such as a game's narrative promoting moral restraint while gameplay demands indiscriminate violence—generate mental discomfort and prompt players to reevaluate their actions or the game's intended message. This unease often disrupts , leading to player or forced rationalization of inconsistencies, as evidenced in analyses where such conflicts force reflective with ethical dilemmas rather than seamless enjoyment. In severe cases, it fosters , with players reporting heightened emotional tension that amplifies the narrative's impact but at the cost of overall satisfaction. The concept has significantly shaped critical reception in the gaming industry, particularly in reviews from outlets like and since the 2010s, where dissonance critiques highlight mismatches between thematic depth and mechanical repetition. For instance, analyses of (2013) in post-release discussions emphasized how its anti-imperialist narrative clashed with player-driven combat, influencing Game of the Year debates by tempering praise for its storytelling against critiques. This scrutiny has elevated ludonarrative analysis as a standard lens in professional reviews, often determining scores by assessing holistic coherence over isolated elements. Academic research has explored ludonarrative dissonance in emerging contexts, including (VR), where heightened immersion can intensify conflicts between player actions and narrative. Looking ahead, ludonarrative dissonance holds potential for emerging media like interactive films and AI-generated narratives, where adaptive algorithms could dynamically resolve conflicts but risk new forms of inconsistency if player inputs diverge from procedural storytelling. As of 2025, recent games such as (2023) demonstrate ongoing efforts to mitigate dissonance through deep choice integration, influencing design discussions in procedural and AI-assisted .

References

  1. [1]
  2. [2]
    [PDF] Hybrid Moments: Using Ludonarrative Dissonance for Political Critique
    Before getting into the political nuances of ludonarrative dissonance and debate over the use of the term, it is necessary to begin with an overview of ...
  3. [3]
    Ludonarrative Dissonance in Bioshock - Click Nothing
    Oct 7, 2007 · Clint: I see what you mean about the player having only systemic, but not narrative, choice as to whether he will follow the Randian ideal ...
  4. [4]
    Clint Hocking Speaks Out On The Virtues Of Exploration
    May 14, 2007 · Clint Hocking, Creative Director at Ubisoft Montreal, is best known for his innovative work on the Splinter Cell series. At GDC '07, Hocking ...
  5. [5]
    Killing is Harmless by Brendan Keogh - itch.io
    Rating 4.8 (6) · Free deliveryIn 2012 I wrote a book about Spec Ops: The Line called Killing is Harmless. It was published by Stolen Projects, a project helmed by good artist and ...
  6. [6]
    Alan Wake: Enh - Emily Short's Interactive Storytelling
    May 5, 2011 · ... ludonarrative dissonance. Check out Matthias Worch's GDC talk about ... Emily Short on Inform extension updating · Emily Short on ...
  7. [7]
    Ludonarrative Dissonance: Is Storytelling About Reaching Harmony?
    This paper is a literature review focusing on the term “Ludonarrative Dissonance” which was coined by the game designer and scriptwriter Clint Hocking.
  8. [8]
    Ludonarrative Dissonance in The Last of Us Part II - ResearchGate
    In this paper, we investigate this matter by analyzing the post-apocalyptic videogame The Last of Us Part II (Naughty Dog, 2020).
  9. [9]
    A Game of Twisted Shouting: Ludo-Narrative Dissonance Revisited
    Dec 31, 2022 · This article takes a deeper look at the notion of ludo-narrative dissonance (henceforth LND), a popular term that refers to the perceived ...
  10. [10]
    [PDF] Ludonarrative Dissonance and Transmedia Storytelling - EUDL
    Sep 15, 2023 · Abstract: In this study, we explore the unique role of video games within the realm of transmedia storytelling, a concept initially defined ...
  11. [11]
    [PDF] Ryan, Marie-Laure Narratology for Game Studies
    Narratology, the study of the properties of stories, provides game studies with a variety of concepts of transmedial applicability, but it must also deal ...
  12. [12]
    An approximation to Huizinga's Homo Ludens - Game Studies
    The modern study of play can be traced back to the publication of Dutch historian Johan Huizinga's groundbreaking study Homo Ludens (1938).
  13. [13]
    [PDF] Outlook on Methods Dealing with Ludonarrative
    Oct 31, 2024 · creating ludonarrative consistency ... establishing two different game designs for the two different directions (ludonarrative harmony and ...
  14. [14]
    (PDF) Designing For Ludonarrative Harmony - Academia.edu
    The purpose of this study was to create a process for game designers to use during development that would achieve ludonarrative harmony.
  15. [15]
    [PDF] MDA: A Formal Approach to Game Design and Game Research
    In this paper we present the MDA framework (standing for. Mechanics, Dynamics, and Aesthetics), developed and taught as part of the Game Design and Tuning ...
  16. [16]
    [PDF] Ludic Becoming - JBC Commons - New College of Florida
    The concept of ludonarrative consistency describes a situation in which the actions of the player-character (under the control of the user) express the ...<|control11|><|separator|>
  17. [17]
    You Want Some Gum? How Spec Ops: The Line Condemned Video ...
    Apr 7, 2014 · Ludonarrative dissonance occurs when a game's gameplay conflicts with the storyline. ... 20 07 2012: n. page. Print. <http://www.ign.com ...Missing: 2007 | Show results with:2007
  18. [18]
    Call Of Duty: Modern Warfare 2 Remastered's "No Russian" Fails ...
    Apr 4, 2020 · There might be interesting underlying ideas in Modern Warfare 2, but the game either fails to commit to them, or tells its story so poorly that ...
  19. [19]
    Ludonarrative Dissonance and Far Cry 3's Ending - Gameranx
    Dec 10, 2012 · It's about raw, animalistic bloodlust, the rejection of Middle-American entitlement and setting fields of marijuana on fire with a flamethrower, ...
  20. [20]
    [PDF] Ethics in Undertale - Timothée Jacob
    Through the use of ludo- narrative dissonance, Toby Fox offers a journey to change our view on how to play video games and the impact they can have on us as a ...
  21. [21]
    The Rhetoric of Undertale-Ludonarrative Dissonance and Symbolism
    Mar 4, 2018 · This paper argues that Undertale uses negative emotions like guilt or regret to create an uncanny aesthetic that makes the player ripe for ...Missing: Nier Automata
  22. [22]
    [PDF] “This. Cannot. Continue.” – Ludoethical Tension in NieR: Automata
    I begin by outlining the game, focusing primarily on three themes which find their expression on the game's ludic and narrative levels and making a claim that.
  23. [23]
    [PDF] Narrative agency in video games: a case study on how NieR
    In this thesis I analyze video games as a narrative medium by focusing on the 2017 video game NieR: Automata by director Yoko Taro and development team ...
  24. [24]
    Morality, Rationality, and the Iron Cage of Bureaucracy in Papers ...
    Papers, Please casts the player as an immigration inspector, processing paperwork at the border of the fictional dystopia of Arstotzka.Missing: dissonance | Show results with:dissonance
  25. [25]
    The Cute as Uncanny: How Doki Doki Literature Club! Subverts the ...
    May 11, 2020 · Megan Pan analyzes a dating simulator video game, Doki Doki Literature Club! The game, accessible by smartphone app, takes a strange and unexpected turn as it ...Missing: meta- dissonance
  26. [26]
    (PDF) Ludonarrative Dissonance and Gamification: A Systematic ...
    Feb 20, 2020 · We conducted a systematic literature review and conceptualized ludonarrative dissonance, including examples of video games, reasons for ludonarrative ...
  27. [27]
  28. [28]
    [PDF] Critical Approaches and Ludonarrative Harmony in Interactive ...
    May 16, 2012 · Juul claims that "a statement about a fictional character in a game is half-real, since it may describe both a fictional entity and the actual ...
  29. [29]
    [PDF] Fiction and Video Games: Towards a Ludonarrative Model - CORE
    beginning of the game, Kotaku's Tim Rogers articulates the point: Notice the ... ludonarrative dissonance comes from Brice (2011): ludonarrative resonance.
  30. [30]
    [PDF] DIGBA Thesis, ver 8 (editorial changes) - DiVA portal
    The terminology of ludonarrative dissonance and harmony is gaining traction within scholarly circles, but the most traction from the scholarly side is with ...
  31. [31]
    An Exploration of Ludonarrative Consistent Game Systems
    Dec 9, 2021 · ... how to avoid Ludo-narrative dissonance from a game systems level. Yet, the development of Ludo-narrative consistent game systems have the ...
  32. [32]
    [PDF] Cognitive Dissonance - American Psychological Association
    Festinger's theory of cognitive dissonance has been one of the most influential theories in social psychology (Jones, 1985). It has gen- erated hundreds and ...Missing: ludonarrative | Show results with:ludonarrative
  33. [33]
    [PDF] Univerzita Karlova Pedagogická fakulta BAKALÁŘSKÁ PRÁCE ...
    GameCloud Australia, compares cognitive dissonance and ludonarrative dissonance, highlighting the primary difference between the two as follows: “When ...
  34. [34]
    BioShock Infinite review: above and below - Polygon
    Mar 25, 2013 · Still, BioShock has held up as a game that capitalized on the strengths of the medium that had something serious to say, and questions to ask.
  35. [35]
    Good Ludonarrative Dissonance in The Last of Us, Pokémon ...
    Jan 19, 2025 · In which Seraphine discusses the way the industry moved towards abolishing pre-built narrative structures, in favour of systems that allow the ...
  36. [36]
    Ludonarrative dissonance - (Intro to Contemporary Literature)
    Ludonarrative dissonance refers to the conflict that arises when a video game's narrative and gameplay mechanics contradict each other, leading to an experience ...<|control11|><|separator|>
  37. [37]
    (PDF) Ludonarrative Dissonance in Black Mirror: Bandersnatch
    May 14, 2024 · In this chapter, Black Mirror: Bandersnatch is analyzed as an example of interactive cinema. Interactive cinema flourished in the early 1990s, ...
  38. [38]
    What Can the Public Learn About AI Weapons by Playing ...
    Nov 18, 2024 · We find that videogames are a common way in which many consumers first learn about AI's potential applications in warfare.By Paolo Franco And Guangyu... · Canine Robots And Androids... · Ludonarrative Dissonance...<|separator|>