Friction matters: exploring friction in non-anthropocentric gameplay

This article examines the role of friction as a critical principle in interactive media design, particularly within the emerging field of non-anthropocentric game studies. Departing from dominant paradigms of smoothness, efficiency, and user-centric flow, it argues that friction, when deliberately and thoughtfully applied, can operate as a mechanism for decentering human agency and foregrounding more-than-human perspectives, temporalities, and ontologies. Building on insights from user experience theory, game design, and posthumanist design scholarship, this article identifies thirteen friction dimensions that support non-anthropocentric approaches to game design. These include, among others, sensory mismatch, real-time pacing, collective agency, and refusal of interaction. The article begins by defining and contextualizing the concept of friction, initially examining its role in user experience design before analyzing its function within games and lastly focusing on its application in the context of non-anthropocentric game design.

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Publication Details

Journal
PROA-UA
Published
2025-06-30
DOI
https://doi.org/10.34624/jdmi.v8i20.40471
Primary Topic
Innovative Human-Technology Interaction
Type
article
Field-Weighted Citation Impact
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article

Friction matters: exploring friction in non-anthropocentric gameplay

Filipe Pais
PROA-UA
Innovative Human-Technology Interaction
article

Friction matters: exploring friction in non-anthropocentric gameplay

Filipe Pais
article en

Abstract

This article examines the role of friction as a critical principle in interactive media design, particularly within the emerging field of non-anthropocentric game studies. Departing from dominant paradigms of smoothness, efficiency, and user-centric flow, it argues that friction, when deliberately and thoughtfully applied, can operate as a mechanism for decentering human agency and foregrounding more-than-human perspectives, temporalities, and ontologies. Building on insights from user experience theory, game design, and posthumanist design scholarship, this article identifies thirteen friction dimensions that support non-anthropocentric approaches to game design. These include, among others, sensory mismatch, real-time pacing, collective agency, and refusal of interaction. The article begins by defining and contextualizing the concept of friction, initially examining its role in user experience design before analyzing its function within games and lastly focusing on its application in the context of non-anthropocentric game design.

PROA-UA
École Nationale Supérieure des Arts Décoratifs (FR)
Reduced inequalities
Openalex Percentile: Top 25%
Innovative Human-Technology Interaction
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Friction matters: exploring friction in non-anthropocentric gameplay — Filipe Pais · PROA-UA (2025) | TGRS Research Map | TGRS