game-design-pattern-core-collection / CognitiveImmersion.json
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{
"pattern_name": "Cognitive Immersion",
"description": "Having ones attention focused upon problem-solving aspects of a game.",
"content": [
"Many games offer players many possible actions and the possibility to plan several actions ahead. By doing so they let players regard the game as a problem-solving activity and thereby have [[Cognitive Immersion]] in the game.",
"Although the processes in the human brain regarding emotions and spatial thinking are parts of what are classified as cognitive processes, the meaning of [[Cognitive Immersion]] is limited to that of abstract logical reasoning, as the spatial and emotional immersion has specific meaning regarding gameplay."
],
"using_the_pattern": [
"The basic requirement for [[Cognitive Immersion]] is that players have a [[Freedom of Choice]] between actions and need to consider what action to perform. [[Cognitive Immersion]] can be encouraged by having action and activities requiring abstract reasoning while actions or events disrupting players' attentions make [[Cognitive Immersion]] difficult to maintain. However, [[Cognitive Immersion]] depends heavily on providing the [[Right Level of Complexity]]: too little complexity makes the reasoning about actions trivial while too much complexity can lead to [[Analysis Paralysis]] or [[Downtime]] for other players. The level of complexity in games can be increased while still providing [[Cognitive Immersion]] through the use of [[Book-Keeping Tokens]] or other forms of [[Game State Overviews]]. Providing a [[Consistent Reality Logic]] can be used to modulate the [[Right Level of Complexity]] by removing the need to have to deal with special cases within a complex environment.",
"Examples of actions that require [[Tradeoffs]] and [[Risk/Reward]] choices and thereby promote [[Cognitive Immersion]] include [[Game World Navigation]] and [[Resource Management]], especially the use of [[Budgeted Action Points]] or having to choose how to do [[Attention Swapping]] between [[Focus Loci]]. [[Memorizing]] is helped by [[Cognitive Immersion]] but does not rely upon [[Tradeoffs]] and [[Risk/Reward]] choices, while [[Constructive Play]] typically encourage [[Cognitive Immersion]] simply because it encourages planning. [[Experimenting]] and [[Puzzle Solving]] allow [[Cognitive Immersion]] as activities in the game rather than as planning activities. [[Disruption of Focused Attention]] events, [[Surprises]], and forced [[Attention Swapping]] between [[Focus Loci]] are all examples of how [[Cognitive Immersion]] can be negatively affected.",
"[[Emotional Immersion]] and [[Cognitive Immersion]] affect each other negatively: one is difficult to achieve when one has the other, and the game events that are used to promote one usually makes one lose the other form of [[Immersion]]."
],
"consequences": [
"[[Cognitive Immersion]] is the [[Immersion]] in abstract reasoning about actions, events, and goals in games while playing the game. Being able to reason about these properties of the game does not require [[Perfect Information]] about them but the game need to have [[Predictable Consequences]]. Having both [[Predictable Consequences]] and [[Cognitive Immersion]] allows player [[Anticipation]] to emerge but also gives rise to [[Analysis Paralysis]]. Games with clearly [[Predictable Consequences]] and game states that are sufficiently easy to generalize can even promote [[Cognitive Immersion]] and [[Stimulated Planning]] as [[Extra-Game Actions]] between game sessions. Games allowing this form of [[Cognitive Immersion]] automatically have a level of [[Replayability]] since players may want to test their plans and strategies."
],
"relations": {
"Instantiates": [
"Immersion",
"Anticipation",
"Analysis Paralysis",
"Downtime"
],
"Modulates": [
"Replayability"
],
"Instantiated by": [
"Attention Swapping",
"Game World Navigation",
"Focus Loci",
"Budgeted Action Points",
"Predictable Consequences",
"Resource Management",
"Puzzle Solving",
"Experimenting",
"Stimulated Planning",
"Right Level of Complexity",
"Book-Keeping Tokens",
"Game State Overview",
"Constructive Play",
"Memorizing",
"Consistent Reality Logic",
"Freedom of Choice"
],
"Modulated by": [
"Attention Swapping",
"Tradeoffs",
"Risk/Reward",
"Extra-Game Actions"
],
"Potentially conflicting with": [
"Surprises",
"Emotional Immersion",
"Disruption of Focused Attention",
"Limited Planning Ability"
]
},
"examples": [
"Chess and Go are examples of traditional board games that require [[Cognitive Immersion]] for skillful play.",
"Laying puzzles can be seen as a game where the [[Cognitive Immersion]] is completely externalized by the rearrangement of pieces players make while completing the puzzle."
],
"label": "9. Game Design Patterns for Narrative Structures, Predictability, and\n Immersion Patterns",
"pattern_links": [
{
"name": "Analysis Paralysis",
"file": "AnalysisParalysis"
},
{
"name": "Memorizing",
"file": "Memorizing"
},
{
"name": "Risk/Reward",
"file": "RiskReward"
},
{
"name": "Freedom of Choice",
"file": "FreedomofChoice"
},
{
"name": "Tradeoffs",
"file": "Tradeoffs"
},
{
"name": "Replayability",
"file": "Replayability"
},
{
"name": "Game State Overview",
"file": "GameStateOverview"
},
{
"name": "Limited Planning Ability",
"file": "LimitedPlanningAbility"
},
{
"name": "Puzzle Solving",
"file": "PuzzleSolving"
},
{
"name": "Stimulated Planning",
"file": "StimulatedPlanning"
},
{
"name": "Extra-Game Actions",
"file": "Extra-GameActions"
},
{
"name": "Anticipation",
"file": "Anticipation"
},
{
"name": "Downtime",
"file": "Downtime"
},
{
"name": "Immersion",
"file": "Immersion"
},
{
"name": "Disruption of Focused Attention",
"file": "DisruptionofFocusedAttention"
},
{
"name": "Consistent Reality Logic",
"file": "ConsistentRealityLogic"
},
{
"name": "Predictable Consequences",
"file": "PredictableConsequences"
},
{
"name": "Game World Navigation",
"file": "GameWorldNavigation"
},
{
"name": "Attention Swapping",
"file": "AttentionSwapping"
},
{
"name": "Budgeted Action Points",
"file": "BudgetedActionPoints"
},
{
"name": "Emotional Immersion",
"file": "EmotionalImmersion"
},
{
"name": "Focus Loci",
"file": "FocusLoci"
},
{
"name": "Right Level of Complexity",
"file": "RightLevelofComplexity"
},
{
"name": "Book-Keeping Tokens",
"file": "Book-KeepingTokens"
},
{
"name": "Surprises",
"file": "Surprises"
},
{
"name": "Experimenting",
"file": "Experimenting"
},
{
"name": "Resource Management",
"file": "ResourceManagement"
},
{
"name": "Constructive Play",
"file": "ConstructivePlay"
}
],
"pattern_id": "CognitiveImmersion",
"playable_concept": "Not available yet",
"metadata": {
"version": "1.2.2.2",
"date_processed": "2025-04-26",
"source_file": "CognitiveImmersion.htm",
"converter_version": "1.2.2.2"
}
}