abusive game design

This note last modified December 20, 2022

Abusive game design challenges notions of immersion and consumerism by emphasizing games as dialogues between players and designers. Reminding players that there is a designer, that they are playing a game, and that maybe they shouldn't feel comfortably immersed.

For example, Dark Room Sex Game makes the player feel uncomfortable and reminds them that there is a designer out there trying to break them out of their comfort zone.

Maybe see (Discomfort Design: Critical Reflection through Uncomfortable Play by Lindsay Grace)