Final published version
Research output: Contribution in Book/Report/Proceedings - With ISBN/ISSN › Conference contribution/Paper
Publication date | 1/12/2009 |
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Host publication | CGAT 09 - Computer Games, Multimedia and Allied Technology 09 - International Conference and Industry Symposium on Computer Games Animation, Multimedia, IPTV, Edutainment and IT Security |
Pages | 253-258 |
Number of pages | 6 |
<mark>Original language</mark> | English |
Event | Computer Games, Multimedia and Allied Technology 09, CGAT '09 -2nd Annual International Conference on Computer Games; Animation, Multimedia, IPTV, Edutainment and IT Security - Singapore, Singapore Duration: 11/05/2009 → 12/05/2009 |
Conference | Computer Games, Multimedia and Allied Technology 09, CGAT '09 -2nd Annual International Conference on Computer Games; Animation, Multimedia, IPTV, Edutainment and IT Security |
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Country/Territory | Singapore |
City | Singapore |
Period | 11/05/09 → 12/05/09 |
Name | CGAT 09 - Computer Games, Multimedia and Allied Technology 09 - International Conference and Industry Symposium on Computer Games Animation, Multimedia, IPTV, Edutainment and IT Security |
---|
Conference | Computer Games, Multimedia and Allied Technology 09, CGAT '09 -2nd Annual International Conference on Computer Games; Animation, Multimedia, IPTV, Edutainment and IT Security |
---|---|
Country/Territory | Singapore |
City | Singapore |
Period | 11/05/09 → 12/05/09 |
Will my free-kick swerve down as much if I also try to swerve it to the side? Am I prohibited from moving into this different map area because of engine limitations, overly-linear story-telling, or simply because the developer ran out of time? What happens if I kill this NPC? Modern game players have adapted to play the game as designed, and the meta-game of exploring the game's rule system, with equal ease. For some games the meta-game is the primary attraction, yet very little effort is put into sharing its details with players. Even games without an obvious meta-component reveal one after some time in player hands. I propose that making meta-game components of a game visible can engage players, causing them to spend more time with the game, increasing its life-span and deepening their understanding of its tactics and control systems.