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Record W4413911628 · doi:10.32920/ifmj.v5i1-2.2399

Ludonarrative Media as a Bridge Toward the Complexity Out There

2025· article· en· W4413911628 on OpenAlexvenueno aff
Pratama Wirya Atmaja, Andreas Nugroho Sihananto, Tri Puspa Rinjeni, Rizka Hadiwiyanti

Bibliographic record

VenueInteractive Film and Media Journal · 2025
Typearticle
Languageen
FieldSocial Sciences
TopicDigital Games and Media
Canadian institutionsnot available
Fundersnot available
KeywordsBridge (graph theory)Computer scienceBiology

Abstract

fetched live from OpenAlex

How humanity may harmoniously situate itself within the world’s multiscale complexity (Wu 2013) is an enduring topic made increasingly urgent by today’s wicked crises (Lönngren and van Poeck 2021). Among many scholarly endeavors on the topic, the resonance theory (Rosa 2019) is notable for offering a comprehensive framework for such ecological mutualism. Relatedly, ludonarrative media like narrative games have shown great potential in facilitating resonance, as reflected in their recent usage to communicate complex issues (Koenitz, Barbara, and Eladhari 2023) and their increasing ubiquity (Karhulahti 2015), the latter best exemplified by the metaverse (Deniz 2023). Drawing upon our recent research on designing interactive narratives for communicating complex issues (Atmaja and Sugiarto 2022) and a model of “ludonarratification” of society (Atmaja et al. 2024), we integrate the resonance theory and ludonarrative media’s state of the art to help realize that potential. The resonance theory starts from the act of resonance itself, which consists of cognitive, affective, and sensorimotor aspects, aligning with three domains of learning (Dettmer 2005). Upon its application, it expands in three directions: the horizontal axis of social life, the diagonal axis of adjacent and more-than-human realities, and the vertical axis of metaphysics and metanarratives. Firstly, as Figure 1 shows, a well-designed ludonarrative medium can help our cognitive, affective, and sensorimotor faculties connect with the world’s complexity by (1) providing a ludonarrative world that simplifies reality without incorrectly representing it, (2) presenting the ludonarrative world through engaging and empathetic storytelling, and (3) manifesting the storytelling as representative assets and empowering user interfaces (Atmaja and Sugiarto 2022). Secondly, as seen in Figure 2, there is also a close alignment between the axes of resonance and our three-dimensional model of ludonarratification, which describes how ludonarrative media may organize to “ludonarratify” every activity in society, i.e., turn the activity into a narrative game. First, as demonstrated by the metaverse (Deniz 2023) and megagames (Johansson, Berggren, and Leifler 2023), the media can form a vast systemic hierarchy while retaining each’s independence, which lets the player safely experience various social institutions. Second, similar to transmedia multiverses (Kustritz 2014), there can be many such supersystems, separate yet influencing each other, which allow resonating with living and non-living “others” from adjacent realities. Lastly, game science shows us how to manage the media according to higher aspirations through metagaming (Klabbers 2018) and meta-metagaming (Boluk and LeMieux 2017). We will provide a hypothetical example of the application of ludonarrative media and their supersystems, multiverse, metagames, and meta-metagames to assist humanity in resonating with the world.

Fetched live from OpenAlex and de-inverted. Abstracts are not stored in this database: the inverted indexes are 8.6 GB of the frame’s 9.3 GB of text, and the host has 13 GB free.

How this classification was reachedexpand

Full frame distilled prediction

Teacher imitation

Not calibrated prevalence, not ground truth. Human validation pending. Learned from the 10,348 direct Codex labels and 10,348 direct Gemma labels. Candidate is the union of thresholded teacher heads; consensus is their intersection. These outputs are machine_predicted_unvalidated and are not human labels or direct frontier model labels.

metaresearch head score (Codex)0.001
metaresearch head score (Gemma)0.002
Version: codex-gemma-dda1882f352aValidation status: machine_predicted_unvalidated
Candidate categoriesnone
Consensus categoriesnone
DomainCandidate signal: none · Consensus signal: none
Study designCandidate signal: Not applicable · Consensus signal: none
GenreCandidate signal: Empirical · Consensus signal: none
Teacher disagreement score0.810
Threshold uncertainty score0.734

Codex and Gemma teacher scores by category

CategoryCodexGemma
Metaresearch0.0010.002
Meta-epidemiology (narrow)0.0000.000
Meta-epidemiology (broad)0.0000.000
Bibliometrics0.0000.000
Science and technology studies0.0000.001
Scholarly communication0.0000.000
Open science0.0000.000
Research integrity0.0000.001
Insufficient payload (model declined to judge)0.0010.000

Machine scores (provisional)

The two teacher heads of the student model, read on this work. A score orders the frame for review; it never asserts a category, and the validation status ships verbatim with every row.

Baseline scores from an immature model (maturity gate not passed, 7 training rounds). Scores rank; they never assert a category.

Opus teacher head0.071
GPT teacher head0.364
Teacher spread0.294 · how far apart the two teachers sit on this one work
Validation statusscore_only:v0-immature-baseline · verbatim from the scoring run: score_only means the number may rank works, and no category label ships from it

Classification

machine, unvalidated

Machine predicted; a candidate call from one teacher head, not a consensus.

The models applied no category: nothing in the taxonomy fit this work.
Study designNot applicable
Domainnot available
GenreEmpirical

How this classification was reached, model by model and score by score, is at the end of the page under "How this classification was reached".

Quick stats

Citations0
Published2025
Admission routes1
Has abstractyes

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