Loading the document
1 free read left. Create a free account for unlimited reading + AI research.
Create free accountArticleUniversity of Canterbury
Games map complex real-world systems into roles, rules, and resources. This process shapes player perception and facilitates the exploration of alternative futures.
Media of Representation in Game Science explores the epistemological role of symbolic media within simulation gaming, focusing on how games function as systems that represent complex social realities. The central thesis posits that games are not merely tools for entertainment but are constitutive communication structures that shape player perception, influence thought, and facilitate the exploration of alternative futures. By integrating systems theory, semiotics, and structuration theory, the analysis examines how the interplay of roles, rules, and resources allows players to navigate and interpret dynamic, often uncertain, social environments.
The research highlights that effective game design requires a deliberate approach to representation, where the alignment of game rules with the intended purpose is essential for maintaining coherence and believability. Key strategies for addressing multiple realities include the implementation of inclusive co-design, the use of free-form mechanics to model complex systems, and the integration of role-reversal or perspective-switching to foster empathy and critical reflection. These elements encourage players to move beyond passive engagement, transforming them into reflexive observers who can analyze their own interpretive positions and the broader social dynamics at play.
Ultimately, the study concludes that the design and analytical sciences must treat media of representation as both a subject of inquiry and a pedagogical imperative. By prioritizing facilitated debriefing sessions and reflection-in-action, designers can bridge the gap between tacit and explicit knowledge. This process enables players to test previously untested behaviors and strategies, ultimately leveraging the game environment as a laboratory for understanding human activity and the continuous construction of social systems.
Each row is a game or company this document names, each column a document, oldest first. A mark means that document names it. Select a row to see those documents.
DiGRA · 2026