An Innovation-Oriented Game Design Meta-Model Integrating
Industry, Research and Artistic Design Practices
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Craig A. Lindley and Charlotte C. Sennersten
Game Design, Cognition and Artificial Intelligence Research Group,
Gotland University College
Cramergatan 3, SE-621 57, Sweden
+46 498 299 765
(craig.lindley,charlotte.sennersten)@hgo.se
Abstract
The distinction between implicit and unselfconscious design cultures on one hand and
explicit, self-conscious design cultures on the other provides a principle for interrelating a
variety of game design approaches within a coherent game design meta-model. The design
approaches in order of increasing design self-consciousness include implicit design,
‘cookbook’ design methods, taxonomy and ontology-based game design, theory-driven design
and formalist reflexive design. Implicit design proceeds by copying existing examples of
game designs, while ‘cookbook’ methods generalize from examples to create lists of design
heuristics. Taxonomy and ontology-based game design is based upon more systematic models
of the types, features, elements, structure and properties of games. The theory-driven level
involves the design of game systems to facilitate game play motivated by cognitive, scientific
and/or rhetorical theories of game affect and functionality, or incorporating technical
innovations providing the basis for new game mechanics and experiences. The formalist level
represents the application of reflexive contemporary artistic perspectives to games, resulting
in games that reflect upon, question or reveal game form. In placing these different
approaches within a hierarchy of increasing self-consciousness of design practices, the meta-
model provides a clear account of the roles of research and artistic methods in game design
and innovation, providing a foundation for more explicit design decision making and game
education curriculum development integrated with higher-level research.
Keywords: game design, methodology, pedagogy, innovation, research, art.
Introduction
This paper presents a meta-model describing and interrelating different approaches to and
methodologies for game design. Motivations and questions behind the development of this
meta-model include the need for more systematic, advanced pedagogical methods for
teaching game design within specialized game education programs. A good pedagogical
framework must be able to relate games to the history of other media, to be able to account for
the relationships between viewing games as an industrial design activity on one hand, and as a
contemporary artistic medium on the other. Games can be designed not only for entertainment
or artistic purposes, but also for specific rhetorical purposes (e.g. advergaming), or to embody
specific theoretical principles aimed at achieving particular affects within players (e.g. for
therapy or to facilitate targeted modes of immersion). A high level view of game design needs
to integrate these different design contexts and motivations. It is also necessary, specifically
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Published in Extending Experiences, Fernandez A., Leino O. and Wirman H. eds., Univeristy of Lapland Press,
2007.
©C. A. Lindley and C. C. Sennersten, 2007 1