Part 4, Putting into play – How to trigger the narrative vehicle


“Putting into play” is part of more than a one-year-long project which goal is to explain from a cognitive and narrative perspective the mind and hands-on approach to the design of an engaging and dynamic game system. With help from cognition-based models, the focus is on the opportunity to explore how our thinking, learning, emotions work when setting out from scratch towards the desired goal.

To make the most of the post, I recommend reading Part 2 and 3 of the series Putting into play, which provides an orientation.  

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Part 1, Putting into play – A model of causal cognition on game design


The title Putting into play is inspired by the term mise-en-scene, which means, “putting into the scene” (or “put on stage”). The term had its origin in theatre and was later picked up by film scholars as to have a way of referring to the practice of directing, planning and controlling the elements for the desired effect on a stage or in a frame of a film. Since the term isn´t established in games but where the concept could provide an overlook of the stylish elements that are to be organised and arranged in the creation of a form; my intention is not to put a new term into play. What I will “put into play” are the thoughts that precede the choice of elements that are to become the parts of the desired form of an engaging and dynamic game system.

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