You're not wrong, but it works both ways. Most players would I think be equally baffled by the principles inherent in many narrative games. How many actual gamers really care about player-authored rising conflict across a moral line, and how many are just doing their best to play the game the GM wants to run?
Do those things get shown to players?
In Dungeon World, the only things actually
shown to players are that they need to have Bonds with stuff (typically, but not exclusively, other party members). That's it. Well, that and being told things like "if you want to use a move,
talk about what you're doing, and if that's a move, it'll happen," but that's not really a thing "shown to" them IMO.
But, yes, they won't care about the concepts. The question is whether they will notice the
practical action.
I'm of the opinion that simulation is
particularly abstract as a gaming concept. It's a lovely ideal, and I don't at all fault its fans for being fans of it. (Believe it or not, I actually value a pretty good amount of simulation too! I just don't think that it is categorically more important than "a game that is fun to
play as a
game" or "experiencing a rich and
satisfying story"). Gamism, of the three, is by far the most concrete, because it's...literally, "does it make a good
game to
play". Hence, that's the one I expect pretty much all of these highly casual players to care about to at least
some degree.
They know it's a game (it's right there on the front page!)--so they're going to expect to do gaming, and they're going to expect to have fun, specifically BY gaming.