Abstract
In conventional game studies, video games are understood as overlaps of “rules” and “fiction,” and this
framework continues to function as a valid theoretical lens. Within this binary, the “fictional time,” which refers to the ti me
of events in the fictional world, has been argued to be necessarily ruptured by constraints imposed by rules. Building on this
premise, this study examines how the metagame qualities of “GNOSIA” bring about an alignment of “rules” and “fiction”
through Britta Neitzel’s framework of “fictionalization of the rules,” employing textual and structural analysis. Through this
analysis, this study clarifies the possibility that the discontinuity of “fictional time” resulting from mismatches between “rules”
and “fiction” can be fictitiously transcended by the “fictionalization of the rules,” and it suggests that this transcendence is
enabled by the presence of interactivity as video games.