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DiGRA
Jon Stone applies Benign Violation Theory, originally developed to explain humour, to how video games let players experimentally transgress social norms and taboos.
Jon Stone's paper argues that Benign Violation Theory, originally developed to explain humour, offers a productive framework for understanding how video games allow players to experimentally transgress social norms and taboos as a route to moral investigation and reflection. Disco Elysium serves as the primary case study. The central claim is that whether a violation reads as funny, disturbing, or morally weighty depends on how the game frames it, particularly whether the violation is supported by a convincing fictive justification or instead breaks an implicit contract with the player.
Stone supports this claim through close comparisons across a range of titles. DOOM II and Duke Nukem 3D illustrate how differing framings of violence shift its reception, while Braid, Limbo, and The Forgotten City offer contrasting approaches. In Braid and Limbo, the player is largely the target of the joke, whereas The Forgotten City imposes a conventional moral framework through its Golden Rule curse. Disco Elysium's blend of role-playing and point-and-click mechanics, combined with its amnesiac detective protagonist and the moral counterweight of Kim Kitsuragi, lets players commit transgressive acts that the narrative justifies while leaving their consequences uncertain.
A key conclusion is that Disco Elysium deliberately withholds certainty about which moral paths are correct. By refusing to reward one stance over another, the game makes moral navigation itself the substance of both its humour and its suffering. The paper further identifies player-authored violations, such as the ludonarrative dissonance seen in Half-Life 2, in which the player is both teller and receiver of the joke, and argues that this agency can be integrated into a game's moral agenda.
Stone's broader contention is that benign violation theory is most effective as a tool for moral investigation when the player, rather than the game alone, holds moral authority. The Forgotten City, which rewards rule-breaking only to steer players back toward heroic and decorous behaviour, is presented as a cautionary case, while Disco Elysium exemplifies the alternative in which the player's experimentation helps determine the work's meaning.
DiGRA · 2026
DiGRA · 2026