ABSTRACT

Chapter 6 conceptualises and validates the ludonarrative relationship of “ludonarrative (ir)relevance” using the interview data. I first discuss Watssman’s (2012) definition for “ludonarrative alienation” which provides insights for my conceptualisation of “ludonarrative (ir)relevance”. Then, I define “ludonarrative (ir)relevance” and explain how my definition is different from Watssman’s (2012) conceptualisation. Following this, I refine “ludonarrative (ir)relevance” into seven subcategories using the empirical data. These seven subcategories are “gameplay focus”, “narrative focus”, “incomplete information problems”, “metaphor”, “consequence”, “guidance”, and “prominence”. The ludonarrative (ir)relevance subcategories exist on a continuum and serve as a bridge to interlink ludonarrative dissonance, ludonarrative resonance, and their subcategories. The player experience plays an important role in affecting the players’ decision-making processes and contributes to their many different ways of thinking and articulating about their game experiences. To conclude the chapter, I discuss the player experience as a contextual factor which includes their “available time”, “personality factors”, “play style preferences”, “prior experience of gaming”, “skill levels”, and “consultation of game guides and walkthroughs”.