Ludonarrative dissonance

Video game designer Clint Hocking coined the term.

Ludonarrative dissonance is the conflict between a video game's narrative told through the non-interactive elements and the narrative told through the gameplay.[1][2][3] Ludonarrative, a compound portmanteau of ludology and narrative, refers to the intersection in a video game of ludic elements (gameplay) and narrative elements.[1] The term was coined by game designer Clint Hocking in 2007 in a blog post.

  1. ^ a b Swain, Eric (August 25, 2010). "In Defense of Ludonarrative Dissonance". The Game Critique. Archived from the original on December 18, 2010. Retrieved December 27, 2010.
  2. ^ Hocking, Clint (October 7, 2007). "Ludonarrative Dissonance in Bioshock". Click Nothing. Archived from the original on January 14, 2020. Retrieved November 19, 2018 – via TypePad.
  3. ^ Bissell, Tom (2010). Extra Lives: Why Video Games Matter. Pantheon Books, New York. pp. 37–38. ISBN 978-0-307-37870-5.