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    1. Facilitating Apophenia to Augment the Experience of Pervasive Games Neil Dansey School of Creative Technologies University of Portsmouth, UK
    2. What is apophenia?
      • The “unmotivated seeing of connections ” accompanied by a “specific experience of an abnormal meaningfulness” (Conrad 1958, cited in Brugger, 2001)
      • “ Mistaken ascription of meaningful connections to coincident occurrences that are unrelated or merely accidental ” (Mishlove & Engen, 2007)
      • Type 1 error / “Order in chaos”
    3. Examples of apophenia
    4. What is NOT apophenia?
      • Interpretation is prompted / expected
      • Demand characteristics
      • Extrinsic motivation
      Rorschach Test
    5. Table of unprompted interpretations Non-game event Not game-related No Game content experienced Game-related Yes Result Interpretation Game event?
    6. Table of unprompted interpretations Non-game event Not game-related No Apophenia experienced Game-related No Game content disregarded Not game-related Yes Game content experienced Game-related Yes Result Interpretation Game event?
    7. Applications for games
      • We want abnormal meaningfulness
      • Cannot prompt / guide interpretation
      • >> No game-critical content
      • How to create ambiguity?
    8. Archetypes
      • By nature general / ambiguous
      • Hero’s Journey was observed and has been implemented as narrative template
      • Specific instance of archetype is usually created
      • Provide the archetype only?
    9. Discussion
      • Apophenia / interpretation in games
      • Ambiguity / archetypes in game design
      • ?

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