Abstract
Since digital games and their scientific study are quite new, many questions concerning the fundamental nature of these phenomena remain. Two often-cited attempts to clarify the fundamental components of games include the Mechanics–Dynamics–Aesthetics Framework and the Elemental Tetrad. This theory development paper attempts to reconcile these two frameworks into a single, clear and cohesive account of the kinds of elements that constitute games. The proposed theory not only includes all of the elements from its source frameworks but also introduces two refinements: (1) it differentiates game mechanics from narrative mechanics; (2) it distinguishes three types of narratives—stories told by the developers through the game, stories that emerge from gameplay and players’ interpretations of game stories. The proposed theory should be useful for teaching game design fundamentals, as a coding scheme for qualitative data analysis and to analyse game design challenges. Subject to further clarification and extension, the proposed model may provide a basis for a general theory of digital games.
Similar content being viewed by others
References
Aarseth, E. (2001). Computer game studies, year one. Game Studies, 1(1), 1–15.
Amory, A. (2007). Game object model version II: A theoretical framework for educational game development. Educational Technology Research and Development, 55(1), 51–77.
Bartle, R. A. (2004). Designing virtual worlds. Indianapolis: New Riders Publishing.
Bishop, S. R., Lau, M., Shapiro, S., Carlson, L., Anderson, N. D., Carmody, J., et al. (2004). Mindfulness: A proposed operational definition. Clinical psychology: Science and Practice, 11(3), 230–241.
Brown, E., & Cairns, P. (2004). A grounded investigation of game immersion. New York: ACM.
Canossa, A. (2007). Towards a theory of player: Designing for experience. In B. Akira (Ed.), Proceedings of DiGRA 2007 conference: Situated play. Tokyo: Digitial Games Research Association.
Canossa, A. (2009). Play-persona: Modeling player behaviour in computer games. Ph.D. dissertation. Copenhagen: Danish Design School of Copenhagen.
Carlquist, J. (2013). Playing the story: Computer games as a narrative genre. Human IT: Journal for Information Technology Studies as a Human Science, 6(3), 7–53.
Choi, D., & Kim, J. (2004). Why people continue to play online games: In search of critical design factors to increase customer loyalty to online contents. CyberPsychology and Behavior, 7(1), 11–24.
Chou, T.-J., & Ting, C.-C. (2003). The role of flow experience in cyber-game addiction. CyberPsychology and Behavior, 6(6), 663–675.
Churchman, C. W. (1971). The design of inquiring systems: Basic concepts of systems and organization. New York: Basic Books.
Connolly, T. M., et al. (2012). A systematic literature review of empirical evidence on computer games and serious games. Computers and Education, 59(2), 661–686.
Cover, R. (2006). Audience inter/active interactive media, narrative control and reconceiving audience history. New Media and Society, 8(1), 139–158.
Csikszentmihalyi, M. (2000). Beyond boredom and anxiety. San Francisco: Jossey-Bass.
Cuddon, J. A. (1998). The Penguin dictionary of literary terms and literary theory (4th edn.). London: Penguin.
Davis, F. D. (1989). Perceived usefulness, perceived ease of use, and user acceptance of information technology. MIS Quarterly, 13(3), 319–340.
Deterding, S., et al. (2011). From game design elements to gamefulness: Defining ‘gamification’. In Proceedings of the 15th international academic MindTrek conference (pp. 9–15): ACM.
Eisenhardt, K. M. (1989). Building theories from case study research. The Academy of Management Review, 14(4), 532–550.
Fall, K. A., Holden, J. M., & Marquis, A. (2004). Theoretical models of counseling and psychotherapy. New York: Brunner-Routledge.
Fang, X., & Zhao, F. (2010). Personality and enjoyment of computer game play. Computers in Industry, 61(4), 342–349.
Fawcett, J., & Downs, F. S. (1986). The relationship of theory and research. Norwalk, CT: Appleton-Century-Crofts.
Fishbein, M., & Ajzen, I. (1975). Belief, attitude, intention, and behavior: an introduction to theory and research. Reading, MA: Addison-Wesley Pub. Co.
Gackenbach, J., & Bown, J. (2011). Mindfulness and video game play: A preliminary inquiry. Mindfulness, 2(2), 114–122.
Glaser, B. G., & Strauss, A. L. (1967). The discovery of grounded theory: Strategies for qualitative research. Chicago: Aldine Pub. Co.
Goldstein, J. (1999). Emergence as a construct: History and issues. Emergence, 1(1), 49–72.
Gregor, S. (2006). The nature of theory in information systems. MIS Quarterly, 30(3), 611–642.
Halverson, R., Shaffer, D. & Squire, K. (2006). Theorizing games in/and education. In Proceedings of the 7th international conference on learning sciences (pp. 1048–1052).
Hamilton, K. (2014). Yes, you should play the new version of GTA V. Kotaku. http://kotaku.com/yes-you-should-play-the-new-version-of-gta-v-1659433742. Accessed November 19, 2014.
Harteveld, C. (2011). Triadic Game Design: Balancing Reality, Meaning and Play. London: Springer.
Hocking, C. (2007). Ludonarrative dissonance in Bioshock. Clicknothing.typepad.com. http://clicknothing.typepad.com/click_nothing/2007/10/ludonarrative-d.html. Accessed July 16, 2013.
Hunicke, R., LeBlanc, M. & Zubek, R. (2004). MDA: A formal approach to game design and game research. In Proceedings of the AAAI workshop on challenges in game AI. San Jose, CA.
Jenkins, H. (2004). Game design as narrative architecture. In N. Wardrip-Fruin & P. Harrigan (Eds.), First person: New media as story, performance, and game (pp. 118–130). Cambridge: MIT Press.
Juul, J. (2001). Games telling stories. Game Studies, 1(1), 45.
Kearney, R. (2002). On stories. London: Routledge.
Kiili, K. (2005). Digital game-based learning: Towards an experiential gaming model. The Internet and higher education, 8(1), 13–24.
Madigan, J. (2010). The psychology of immersion in video games. The Psychology of Video Games. http://www.psychologyofgames.com/2010/07/the-psychology-of-immersion-in-video-games/. Accessed May 12, 2014.
Michael, D. R., & Chen, S. L. (2006). Serious games: Games that educate, train, and inform. Boston, MA: Thompson Course Technology PTR.
Murray, J. H. (1997). Hamlet on the holodeck: The future of narrative in cyberspace. New York: Simon and Schuster.
Nacke, L., & Lindley, C. A. (2008). Flow and immersion in first-person shooters: Measuring the player’s gameplay experience. New York: ACM.
Nathanson, D. L. (1992). Shame and pride: Affect, sex and the birth of the self. New York: W. W. Norton & Company.
OED Online. (2015). Oxford University Press. www.oed.com.
Parsons, J., & Wand, Y. (2008). A question of class. Nature, 455(7216), 1040–1041.
Pearce, C. (2004). Towards a game theory of game. In N. Wardrip-Fruin & P. Harrigan (Eds.), First person: New media as story, performance, and game (pp. 143–153). Cambridge: MIT Press.
Piekarski, W., & Thomas, B. (2002). ARQuake: The outdoor augmented reality gaming system. Communications of the ACM, 45(1), 36–38.
Portnow, J. (2012). Extra credits: Aesthetics of play. Penny Arcade, 5(9). http://www.penny-arcade.com/patv/episode/aesthetics-of-play. Accessed December 1, 2014.
Przybylski, A. K., Rigby, C. S., & Ryan, R. M. (2010). A motivational model of video game engagement. Review of General Psychology, 14(2), 154–166.
Ralph, P. & Monu, K. (2014). MTDA + N—A working theory of game design. First Person Scholar. http://www.firstpersonscholar.com/a-working-theory-of-game-design/. Accessed June 15, 2014.
Rouse, R., & Ogden, S. (2005). Game design: Theory and practice (2nd ed.). Sudbury: Jones & Bartlett Learning.
Salen, K., & Zimmerman, E. (2004). Rules of play. Cambridge: MIT Press.
Schell, J. (2008). The art of game design: A book of lenses. Burlington: Morgan Kaufmann.
Tito, G. (2014). Civilization: Beyond earth review—Analysis paralysis. The Escapist. http://www.escapistmagazine.com/articles/view/video-games/editorials/reviews/12483-Sid-Meier-s-Civilization-Beyond-Earth-Review. Accessed December 1, 2014.
Van de Ven, A. H. (2007). Engaged scholarship: A guide for organizational and social research. Oxford: Oxford University Press.
Voiskounsky, A. E., Mitina, O. V., & Avetisova, A. A. (2004). Playing online games: Flow experience. PsychNology Journal, 2(3), 259–281.
Warner, J. (2007). The legend of leeroy jenkins. Denver Westword. http://www.westword.com/2007-03-08/news/the-legend-of-leeroy-jenkins/. Accessed November 16, 2014.
Yee, N. (2006). Motivations for play in online games. CyberPsychology and Behavior, 9(6), 772–775.
Young, J. E., Klosko, J. S., & Weishaar, M. E. (2003). Schema therapy: A practitioner’s guide. New York: Guilford Press.
Acknowledgments
We would like to thank Carson Woo, Ryan Murphy, anonymous reviewer one and all of the game designers, scholars and players who volunteered feedback on this paper and the theory it proposes.
Author information
Authors and Affiliations
Corresponding author
About this article
Cite this article
Ralph, P., Monu, K. Toward a Unified Theory of Digital Games. Comput Game J 4, 81–100 (2015). https://doi.org/10.1007/s40869-015-0007-7
Received:
Accepted:
Published:
Issue Date:
DOI: https://doi.org/10.1007/s40869-015-0007-7