City University of Hong Kong · FACULTY OF ARTS & HUMANITIES

SM6323 Chap.9 Documentary Games and the Real World

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Chapter 9 of 12 · SM6323

Documentary Games and the Real World

Documentary games make claims through images, factual references, rules and repeated action. This chapter distinguishes indexical, procedural, experiential and rhetorical realism, then tests how a model selects causes and omits alternatives. Reduction can create insight, but a consequential omission may also naturalise one contested outcome.

Indexical material, such as recorded images or identified places, can verify a trace without validating the surrounding causal model. Procedural realism concerns whether rules plausibly represent a process. Experiential realism asks how patterned action approximates a situated feeling, while rhetoric concerns the judgement encouraged by consequences. Keep these warrants separate.

Build a chain from one rule to the action it requires and then to the proposition it advances about the world. Every arrow is an inference that should be stated and tested. A model must select variables, so criticism should not demand complete inclusion. Ask whether an omitted factor changes responsibility, inevitability or available remedy.

The strongest paragraph names both the insight created by reduction and the distortion it risks. Player experience is evidence about encountering the model, not independent proof that the history or policy is accurate. Use appropriate external sources for factual claims and mark the boundary between source fact, modeled relation, observed play and interpretation.

Consider who can act inside the model and who appears only as data. This distribution may reveal the implied audience and ethical stakes. The conclusion should say what the game makes graspable through action and what must still be learned elsewhere. Documentary force can be substantial without turning the game into a complete, neutral or self-verifying account.

In this chapter

What this chapter covers

  • 01

    Indexical realism

  • 02

    Procedural realism

  • 03

    Experiential realism

  • 04

    Rhetorical consequence

  • 05

    Model omission

Worked example · free

Read an automatic rent rule

Q [6 marks]. Analyse a housing game where parks always increase rent. Its marks shown are independently devised and not a University assessment allocation.
The chain connects a designed rule to the action it requires and then to a claim about the world; each arrow is an inference the analyst must state and test.The chain connects a designed rule to the action it requires and then to a claim about the world; each arrow is an inference the analyst must state and test.RulePlayer actionWorld claim
The chain connects a designed rule to the action it requires and then to a claim about the world; each arrow is an inference the analyst must state and test.
  • 2State the rule.
  • 2State the claim.
  • 2Name omission.
The rule models amenity investment as displacement pressure, while omitting policy alternatives can make that outcome appear natural and unavoidable.
Sia tip — Authentic images do not validate a causal model.
Glossary

Key terms

Procedural Claim
A proposition advanced through rules and repeated actions.
Indexical Evidence
A trace connected to an event, place or recorded occurrence.
FAQ

Documentary Games and the Real World FAQ

What makes a game documentary?

Reference to real events can matter, but the rules and actions must also be examined because they organise causal claims and player responsibility. Distinguish factual traces from the procedural model and from the judgement encouraged by repeated consequences. External verification remains necessary when the analysis makes claims about actual history.

What is procedural realism?

It concerns whether rules plausibly model a process, not whether the graphics resemble the visible surface of the world. The assessment should compare represented variables and causal relations with appropriate external evidence about that process.

How should omissions be criticised?

Ask whether the missing factor would alter the model's conclusion, while recognising that every simulation must select and reduce variables. A consequential omission changes responsibility, inevitability or available remedies rather than merely making the model incomplete.

Study strategy

Assessment move

Begin with a four-part evidence inventory. Put recorded images, sounds, dates and locations under indexical material. Put modeled causes and transitions under procedure. Put patterned feelings produced by repeated action under experience. Put directed consequences that steer judgement under rhetoric. This inventory stops authentic-looking assets from validating a causal model automatically.

Choose one rule and write a chain from rule to required player action to proposition about the world. State every inference in a separate sentence. Then ask what alternative process the rule makes impossible.

A housing model that automatically links parks to rent pressure may reveal displacement while excluding policy intervention; the omission matters because it affects the proposition rather than because no model can contain everything. Evaluate reduction fairly. Name the insight made possible by selecting a small number of variables and the distortion risk created by the same selection. Do not demand total realism.

Instead, test whether the omitted factor would alter who appears responsible, which outcome seems inevitable or what remedies become thinkable. For gameplay-log work, record the repeated action before researching the represented event, then add factual sources in a separate layer. This protects a strong experience from being mistaken for historical verification.

For a presentation, show the rule-action-claim chain visually and identify one consequential omission rather than listing every absent detail. For the research essay, organise sections by realist strategy or causal mechanism. Use external evidence to test factual and procedural claims, while treating your play session as evidence about how the model is encountered.

During revision, underline claims that the game proves, shows or accurately represents something. Specify whether the support is a recorded trace, a plausible process, an experiential analogy or rhetorical framing. These are different warrants. Add a counter-reading that accepts the same model but interprets its selection differently.

Close the argument by stating what the game enables the player to understand through action and what must still be learned elsewhere. A documentary game can make a process graspable without becoming a complete or neutral account of the real world.

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