Theoretical Framework: The Triadic Model
To ensure this project functions as a true Serious Game rather than dry “edutainment,” I am applying the Triadic Game Design Model (Harteveld and Kortmann, 2009).
This framework balances the core design elements, ensuring the experience remains engaging while delivering genuine educational value. The model consists of three essential elements that work together to create meaningful gameplay experiences: Reality, which connects players to real-world contexts; Meaning, which provides genuine learning opportunities; and Play, which ensures the experience remains immersive and enjoyable through engaging characters, storylines, and challenges.
Applying the Triadic Model to Bird Corp
In designing Bird Corp, I have deliberately mapped each element of the triadic model to specific game features:
Reality
The office setting mirrors real corporate environments; AI tools reflect actual workplace automation trends; environmental costs represent documented concerns about AI energy consumption
Meaning
Players learn about AI's hidden environmental impact through consequences of their choices; NPC relationships shift based on AI usage, teaching about social dynamics
Play
Engaging mini-games, charming pixel art characters, exploration mechanics, and narrative surprises keep players invested
Procedural Rhetoric: Learning Through Mechanics
Building upon the triadic model, I am also incorporating Bogost’s (2007) concept of procedural rhetoric — the idea that games persuade through their rules and systems rather than explicit messaging. As Bogost argues, games are uniquely positioned to make arguments through the processes they model.
In Bird Corp, the core "Manual vs. AI" choice mechanic embodies procedural rhetoric: by making AI the easier option with hidden long-term consequences, the game's rules themselves argue about the seductive danger of convenience over sustainability. Players don't read about this tension — they experience it through gameplay.
Triadic Game Design
The Three Essential Elements
Aesthetic Choice: Why Pixel Art?
My decision in using pixel art goes beyond aesthetics and aligns to Risley et al.'s (2025) research on abstraction and realism in serious games.
A realistic work setting could feel dull or uncomfortably close to real-life work. With pixel art, the abstraction creates a lighter, more playful atmosphere that keeps players engaged while still allowing me to communicate meaningful content.
Narrative Mechanics: Plot Twists
To deepen player engagement, I am incorporating narrative plot twists (López and Julio, 2020). Though typical in screen fiction, this mechanic introduces a critical element of surprise to the gameplay to create a lasting impression.
NPC Interactions: Social Presence Theory
To bring the office to life, I leveraged on NPC dialogues to foster Social Presence. As interactions with conversational characters can heighten psychological involvement, making the virtual space feel genuinely inhabited.
Methodology: Practice as Research
Guided by a Practice as Research methodology, my development is fluid and iterative. This approach views the act of creation as a form of academic inquiry, shifting my workflow from a linear path to an iterative loop. By treating every asset and mechanic as a test case, my final digital artefact emerges from a continuous cycle of experimentation and refinement.
Key Takeaways
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Triadic Model Applied: Mapped Reality, Meaning, and Play to specific game features
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Procedural Rhetoric: Game mechanics will embody the message, not just dialogue
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Pixel Art Choice: Abstraction prevents workplace dullness while maintaining engagement
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Theory-to-Practice: Academic frameworks provide concrete design guidance
References
Bogost, I. (2007). Persuasive Games: The Expressive Power of Videogames. MIT Press.
Harteveld, C. and Kortmann, R. (2009). 'Serious Gaming, an Introduction', in Triadic Game Design: Balancing Reality, Meaning and Play. Springer, pp. 3-19.
López, N. and Julio, P. (2020). 'Plot Twists as a Narrative Mechanic in Video Games', Game Studies, 20(1).
Risley, K. et al. (2025). 'Abstraction and Realism in Serious Games: Balancing Engagement and Learning', International Journal of Serious Games, 12(2), pp. 45-62.