Reality inspired games: expanding the lens of games' claims to authenticity

Robyn McMillan*, Darshana Jayemanne, Iain Donald

*Corresponding author for this work

Research output: Chapter in Book/Report/Conference proceedingConference contribution

1 Citation (Scopus)
379 Downloads (Pure)

Abstract

This paper considers the potentials of contemporary games staking claims to realism through documentary and journalistic techniques as part of a wide-ranging cultural and technological phenomenon– ‘Reality Inspired Games’ or RIGs (Maurin, 2018). We argue that RIGs employ design techniques and strategies of legitimation that are valuable to the reactive development cycles in the indie sector, whilst also being beneficial for academic research and development. Through examining traditional documentary and the concept of Bruzzi’s performative documentary (2006) we highlight how this concept may allow developers to negotiate performativity and authenticity in their videogames.

We discuss examples of such games in the realm of indie productions, such as That Dragon, Cancer (2016), This War of Mine (2014), and My Child Lebensborn (2018) and Bury Me, My Love (2017). All of which represent new ground for game design, documentary and journalistic techniques that have influenced our work on the MacMillan project.
Original languageEnglish
Title of host publicationDiGRA '20
Subtitle of host publicationproceedings of the 2020 DiGRA international conference: play everywhere
EditorsDale Leorke
PublisherDiGRA
Number of pages20
Publication statusPublished - 5 Oct 2020
EventDiGRA 2020: Play everywhere - Tampere, Finland
Duration: 2 Jun 20206 Jun 2020
https://digra2020.org/

Publication series

NameDiGRA conference proceedings
PublisherDiGRA
ISSN (Print)2342-9666

Conference

ConferenceDiGRA 2020
Country/TerritoryFinland
CityTampere
Period2/06/206/06/20
Internet address

Keywords

  • Documentary
  • Indie
  • Performativity
  • Reality Inspired Games

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