Other Powerful Features of Games
Modes of Representation
Games activate our knowledge structures through three key modes of representation: enactive, iconic, and symbolic signals (Greenfield, 1994). Games act as amplifiers, or cultural artifacts that embody a system that requires representational competence, or the ways one takes in, transforms, and transmits information. These cultural artifacts expand the range of motor, sensory, and cognitive processes associated with each mode of representation (Greenfield, 1994).
When semiotic modes of representation are combined in culturally relevant ways, games are further infused with the power to influence players and everyday cognition (Greenfield, 1994). As a result, when games mobilize semiotics in their design, they initiate a spread of activation across knowledge structures and effect meaningful cognitive and behavioral change. Subsequently, the modes of representation implemented in culturally relevant ways increase the effectiveness of games.
In Equitopia Rising, the game cards are used to activate knowledge in a variety of ways including through iconic representation. Each card has an icon on it that represents the type of card. For example, the road block cards have a lock symbol, and the community cards have a heart. Each icon is designed to activate a way of thinking; for example, the image of a lock on the road block cards is used to represent a barrier between the player and something the player wants.
Additionally, enactive representation can be seen through the game cards in the way that community cards are collected. In order to gain a community card, players must first give one of their own resource cards to another player. The actions of lifting your peers up in order to also help yourself will once again expand players’ thinking processes, fostering the realizations that community prosperity leads to individual success as well.
Metaphors
Metaphors in games guide and shape thought and behavior (Thibodeau et al., 2017). Metaphors can activate knowledge structures and shape cognition and behavior. Metaphoric language is easily processed and allows for the construction of conceptual representations of ideas. The ability of metaphors to alter cognition is demonstrated through the way in which framing words can change interpretations of the word. For example, when crime is described as a “virus” rather than a “beast,” people feel more inclined to approach crime through reform-oriented approaches rather than police enforcement (Thibodeau et al., 2017). Metaphors also influence behavior, which is a process that can be seen in increased persistence and learning in students when the brain is framed as a “muscle” that “grows” with practice and time rather than a fixed organ.
In our game, the idea of building a new society paints a clearer picture of how players can reshape their own society outside the game. Additionally, the inclusion of an ableist mayor allows information about systemic ableism to be presented in a way that is simpler and easily understood.
Procedural Rhetoric
Procedural rhetoric in games helps games maximize their potential to influence players. According to Bogost (2008), procedural rhetoric is a form of persuasion and expression achieved through rules and processes, combining procedurality and rhetoric. Procedurality creates representations through rules, which in turn create spaces for exploration, play, and rhetoric, which refers to communication aimed at persuasion. Procedural rhetoric employs processes to persuade and convey a message (Bogost, 2008). In gameplay, players interact with the messages and arguments conveyed in the game and internalize them. As a result, procedural rhetoric in games nurtures players' learning and meaning-making processes. When games are intentionally designed with procedural rhetoric, players can recognize the messages the game conveys and experience persuasion through gameplay.
Many rules in Equitopia Rising allow this to take place, one of the most notable being that players must collect a perspective card from each district to make their city accessible. Whether the players understand what accessibility means, the actions of visiting each district and gaining a new perspective from their peers can help them learn that multiple perspectives can be positive and are actually necessary for a society to thrive.