A Study on the Correlation Between Metafiction Games and Game Addiction Preventionopen access
- Authors
- Yi, Qi; Chung, Jeanhun
- Issue Date
- 2025
- Publisher
- IEEE
- Keywords
- alienation effect; breaking the fourth wall; game addiction prevention; metafiction games
- Citation
- 2025 IEEE/IEIE International Conference on Consumer Electronics-Asia (ICCE-Asia)
- Indexed
- FOREIGN
- Journal Title
- 2025 IEEE/IEIE International Conference on Consumer Electronics-Asia (ICCE-Asia)
- URI
- https://scholarworks.dongguk.edu/handle/sw.dongguk/63933
- DOI
- 10.1109/ICCE-Asia67487.2025.11263609
- Abstract
- In game studies, narrative and mechanics have long been treated as distinct entry points of analysis. Research on game addiction has largely focused on Flow Theory and Positive Feedback Loops, emphasizing how mechanics sustain immersion and reinforce addictive behaviors. In contrast, relatively little attention has been paid to how narratives shape addiction, either intensifying or mitigating it. Metafiction games, as a self-reflective genre, often disrupt immersion through strategies such as breaking the fourth wall, prompting players to reflect on their actions, and interrupting the flow of play. Drawing on Brecht's theory of the alienation effect, this paper examines how metafiction games can reduce addictive tendencies through narrative, and explores ways of embedding anti-addiction strategies into game design. As a theoretical inquiry, the study offers a framework for future empirical validation and provides a reference point for developing narrative-based approaches to addiction prevention in games. © 2025 IEEE.
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Collections - Graduate School of Digital Image & Contents > Department of Multimedia > 1. Journal Articles

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