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A Study on the Correlation Between Metafiction Games and Game Addiction Preventionopen access

Authors
Yi, QiChung, 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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