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Lindley, C. A. (2002). Conditioning, learning and creation in games: Narrative, the gameplay gestalt and generative simulation. Retrieved May 24, 2004, from http://zerogame.tii.se/pdfs/NILE.pdf 
Added by: Mark Grimshaw-Aagaard (26/09/2005, 11:12)   Last edited by: Mark Grimshaw-Aagaard
Resource type: Web Article
BibTeX citation key: Lindley2002
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Categories: Narrative
Keywords: Gameplay, Gestalt, Interaction, Learning, Narrative
Creators: Lindley
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Abstract
Good computer games are highly engaging and immersive for their players, and
completing a game generally involves an intensive learning experience. Not all games involve a strong sense of narrative, and devices used to create narrative in games are often felt to involve a tension with the mechanisms and experience of gameplay. Gameplay is a matter of performing patterns of interaction within computer games constituting complex gameplay gestalts. The relationship between narrative and the gameplay gestalt tends to be antagonistic, since the gameplay gestalt formation process does not rely upon narrative structure, and narrative formation tends to interrupt gameplay. Both of these forms can be effective learning devices, with repetitive gameplay gestalts being built upon operant conditioning, while narrative gestalts involve imprinting and reiterating mythical cultural formations. However, both of these patterns can be regarded as modes of conditioning. Simulation based games provide a strong alternative to these modes by providing principled arenas for the free play of creativity and the exercise of critical intelligence; conditioning within simulations is more implicit, and the role of the user is more actively inventive than in the other forms.
Added by: Mark Grimshaw-Aagaard  Last edited by: Mark Grimshaw-Aagaard
Notes
Narrative and interaction in computer games.

pp.8
Added by: Mark Grimshaw-Aagaard  Last edited by: Mark Grimshaw-Aagaard
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