Abstract
Gameful and playful design aspire to make existing activities and systems more engaging by infusing them with the engaging qualities of games and toys. One such quality is make-believe, the constitution of fictional “as ifs”. While frequently evoked, actual work on make-believe in gameful and playful design has remained quite scarce and scattered. This chapter therefore draws on neighbouring fields to break out five major design aspects of make-believe: theming; storification; scripting, ruling, and framing; role-play; and their integration in unified experiences. For each, the chapter presents explanatory theories; psychological and behavioural effects; design elements and strategies used to evoke said effects; and existing empirical studies. The chapter closes in summarizing how and why playful make-believe design differs from current gamification in form (often artistic one-offs) and technology (often audio); and what limitations future research should try to overcome.
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- 1.
Ludus and paidia do not map onto games vs. play understood as objects vs. activities/modes. Rather, they characterize particular styles of play activity/engagement, which are afforded more or less well by particular genres of games (see Barr 2007, also for empirical evidence regarding Caillois’ conceptual distinction). They do roughly map on the psychological distinction of pretend and role vs. rule play (Pellegrini 2009). This is reflected in the following by talking of playing (= paidic play) and gaming (= ludic play).
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Deterding, S. (2016). Make-Believe in Gameful and Playful Design. In: Turner, P., Harviainen, J. (eds) Digital Make-Believe. Human–Computer Interaction Series. Springer, Cham. https://doi.org/10.1007/978-3-319-29553-4_7
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