Learning to Play: How Players Recognize Implicit Guidance in Video Games

By design, an account of how a video game should or could be played is embedded within the game itself. Yet, prior research on learning in games has largely focused on tutorials, mental models, or abstract measures of difficulty, leaving unexplored how players learn to recognize implicit game design features as instructive during actual gameplay. Drawing on video recordings of streamers’ first playthroughs of Cuphead and an ethnomethodologically informed analysis, we show that the recognizability of game elements as instructive is shaped by the temporal demands of multitasking, ever-changing relations between environmental cues, and local histories of failure. Our findings demonstrate that learning game mechanics is intrinsically connected with players’ practical organization of seeing. Building on these insights, we propose four forms of ambiguity as design resources for supporting learnability in video games and other systems that rely on learning-by-doing.

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Publication Details

Journal
Proceedings of the ACM on Human-Computer Interaction
Published
2026-11-03
DOI
https://doi.org/10.1145/3831331
Primary Topic
Educational Games and Gamification
Type
article
Field-Weighted Citation Impact
0.00
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article

Learning to Play: How Players Recognize Implicit Guidance in Video Games

Oğuz Buruk, Iuliia Avgustis, Juho Hamari, Emma Jane Pretty
Proceedings of the ACM on Human-Computer Interaction
Educational Games and Gamification
article

Learning to Play: How Players Recognize Implicit Guidance in Video Games

Oğuz Buruk, Iuliia Avgustis, Juho Hamari, Emma Jane Pretty
article en

Abstract

By design, an account of how a video game should or could be played is embedded within the game itself. Yet, prior research on learning in games has largely focused on tutorials, mental models, or abstract measures of difficulty, leaving unexplored how players learn to recognize implicit game design features as instructive during actual gameplay. Drawing on video recordings of streamers’ first playthroughs of Cuphead and an ethnomethodologically informed analysis, we show that the recognizability of game elements as instructive is shaped by the temporal demands of multitasking, ever-changing relations between environmental cues, and local histories of failure. Our findings demonstrate that learning game mechanics is intrinsically connected with players’ practical organization of seeing. Building on these insights, we propose four forms of ambiguity as design resources for supporting learnability in video games and other systems that rely on learning-by-doing.

Proceedings of the ACM on Human-Computer InteractionVol. 10(7)
Tampere University (FI)
Openalex Percentile: Top 8%
Educational Games and Gamification
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