ABSTRACT

Chapter 4 conceptualises and validates the ludonarrative relationship of “ludonarrative dissonance” using the player experience. I start the chapter by defining the three main categories, namely, “ludonarrative dissonance”, “ludonarrative resonance”, and “ludonarrative (ir)relevance” with reference to prior literature. Then, I demonstrate the three ways, namely, narrative dissonance, information dissonance, and logical inconsistencies in which ludonarrative dissonance can occur using the empirical data from the interviews. Following this, I refine “ludonarrative dissonance” into seven subcategories using the interview data. These seven subcategories are “contrast”, “incomplete information problems”, “anagnorisis”, “player-(game designers’) character dissonance”, “negotiation”, “demotivation”, and “imbalance”. Most importantly, I highlight that ludonarrative dissonance is not to be perceived solely in a negative light based on the negative connotations attached to it. Ludonarrative dissonance can be presented as a positive or neutral mechanic to enhance the player experience or to facilitate critical reflection on sociocultural values embedded in the game design.