Take a load off: cognitive considerations for game design

  • Authors:
  • Chris Lawrence

  • Affiliations:
  • University of Newcastle, Callaghan, NSW, Australia

  • Venue:
  • Proceedings of the 3rd Australasian conference on Interactive entertainment
  • Year:
  • 2006

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Abstract

As the quest for designing and developing exciting and engaging computer games continues, one must cast a thought towards what it is that makes such entertainment engaging, or indeed, disengaging. One might be of the mind that an interesting and captivating computer game would be one that evoked a high level of thought activity and concentration. On the other hand, it could be argued that if the player of a game is bombarded with instructions, information, tasks and decisions, the result is a confusing, stressful and generally unpleasant experience. To avoid giving our gaming audiences mind indigestion, some sort of strategy must be employed to facilitate an acceptable supply of cognitive stimulation. This article uses cognitive load theory to explore and discuss a number of considerations and possible tactics in presenting and organising complexity in a computer game.