Fake games

This paper provides an introduction to fake games. Based on the concept of fictional games, or non-actual games that are presented to be imagined, I define fake games as non-actual games that are presented with the intention to trigger false beliefs in the existence of the game or its presented mechanics and story. First, I clarify the notion of fake games by comparing it to fictional games. I discuss how some representations of non-existent games blur the boundaries between fiction and lies. Such games are not clearly embedded within works of fiction and are presented without a clear context to help readers decide whether they should believe or imagine the game to exist. I discuss games that are represented through fake/fictional gameplay, paraludic material, or metaludic material. Lastly, I clarify the potential purposes fake games can serve. I distinguish darkly designed fake game representations from deceptively designed ones. The former have the intention of deceiving people into making certain decisions. Fake game advertisements, for example, aim to trick people into downloading mobile games that lack the features showcased in the ad. Deceptively designed fake game representations, on the other hand, deceive players with the aim of giving rise to aesthetically valuable experiences. Players’ false beliefs could, for example, give rise to interesting emotional responses.

Authors

Institutions

Publication Details

Journal
Eludamos Journal for Computer Game Culture
Published
2025-12-19
DOI
https://doi.org/10.7557/ejcgc.v16i2.7965
Primary Topic
Digital Games and Media
Type
article
Field-Weighted Citation Impact
0.00
Controls
|||
ALL TIME
JAN
FEB
MAR
APR
MAY
JUN
JUL
AUG
SEP
OCT
article

Fake games

Nele Van de Mosselaer
Eludamos Journal for Computer Game Culture
Digital Games and Media
article

Fake games

Nele Van de Mosselaer
article en

Abstract

This paper provides an introduction to fake games. Based on the concept of fictional games, or non-actual games that are presented to be imagined, I define fake games as non-actual games that are presented with the intention to trigger false beliefs in the existence of the game or its presented mechanics and story. First, I clarify the notion of fake games by comparing it to fictional games. I discuss how some representations of non-existent games blur the boundaries between fiction and lies. Such games are not clearly embedded within works of fiction and are presented without a clear context to help readers decide whether they should believe or imagine the game to exist. I discuss games that are represented through fake/fictional gameplay, paraludic material, or metaludic material. Lastly, I clarify the potential purposes fake games can serve. I distinguish darkly designed fake game representations from deceptively designed ones. The former have the intention of deceiving people into making certain decisions. Fake game advertisements, for example, aim to trick people into downloading mobile games that lack the features showcased in the ad. Deceptively designed fake game representations, on the other hand, deceive players with the aim of giving rise to aesthetically valuable experiences. Players’ false beliefs could, for example, give rise to interesting emotional responses.

Eludamos Journal for Computer Game CultureVol. 16(2)
Tilburg University (NL)
Openalex Percentile: Top 50%
Digital Games and Media
AI Navigator

Ask Laika to Summarize, Analyze, and Connect papers live on the map.

Summarize Papers & Methodologies

Extract key findings, datasets, and comparative methods across publications.

Benchmark Rankings & Visual Analytics

Rank top research institutions, authors, funders, topics, and journals by Field-Weighted Citation Impact (FWCI) and paper volume with instant charts.

Connect Distant Disciplines

Bridge topological clusters on the map to find hidden collaborative intersections.

Fake games — Nele Van de Mosselaer · Eludamos Journal for Computer Game Culture (2025) | TGRS Research Map | TGRS