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		<id>http://virt10.itu.chalmers.se/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Jussi+Holopainen</id>
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		<updated>2026-05-06T20:56:25Z</updated>
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	<entry>
		<id>http://virt10.itu.chalmers.se/index.php?title=Category:Patterns&amp;diff=27328</id>
		<title>Category:Patterns</title>
		<link rel="alternate" type="text/html" href="http://virt10.itu.chalmers.se/index.php?title=Category:Patterns&amp;diff=27328"/>
				<updated>2022-06-14T07:14:11Z</updated>
		
		<summary type="html">&lt;p&gt;Jussi Holopainen: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Main Categories]]&lt;br /&gt;
This is one of the [[:Category:Main Categories|main categories]] on the wiki, which lists all gameplay design patterns. If the collection doesn't seem to be exhaustive, it's because not all patterns from the initial collection have yet been put on the wiki. In addition, some previous existing patterns may have had their names changed, see [[Renamed Patterns]]. Since the collection is being incrementally updated and expanded, at any point many of the patterns are likely to be [[:Category:Stub|stubs]]. &lt;br /&gt;
&lt;br /&gt;
See the [[Pattern Suggestion List]] for all the old patterns and suggestions for ones that should be created. (For those wondering: the order patterns are updated/written depend mostly on personal interests and outside input - so it is very possible to influence which patterns are updated next).&lt;br /&gt;
&lt;br /&gt;
For links to how to work with developing the wiki, see the [[Main_Page|main page]].&lt;br /&gt;
&lt;br /&gt;
The original pattern collection from ''Patterns in Game Design'' is available for download [[File:Collection.zip]].&lt;br /&gt;
&lt;br /&gt;
== Sub-categories of Patterns ==&lt;br /&gt;
Several different types of pattern categories have been identified. The original pattern collection book&amp;lt;ref name=&amp;quot;Bjork &amp;amp; Holopainen 2004&amp;quot;/&amp;gt; grouped patterns in chapters based on similarities of topic, e.g. [[:Category:Rule Patterns|Rule Patterns]], [[:Category:Action Patterns|Action Patterns]], [[:Category:Event Patterns|Event Patterns]], [[:Category:Resource Patterns|Resource Patterns]], [[:Category:Information Patterns|Information Patterns]], [[:Category:Goal Patterns|Goal Patterns]], [[:Category:Difficulty-Related Patterns|Difficulty-Related Patterns]], and [[:Category:Player Patterns|Player Patterns]]. [[:Category:Winning Patterns|Winning Patterns]] are related to [[:Category:Goal Patterns|Goal Patterns]] but focus on the combinations of how games can be won and ended. Other examples of categories include [[:Category:Meta Patterns|Meta Patterns]] which describe how gameplay can be created on top of games, and patterns related to [[:Category:Randomness Patterns|Randomness]].&lt;br /&gt;
&lt;br /&gt;
Several additional categories has been identified after the publication of the original pattern collection and being completely located in a wiki allows individual patterns to belong to several categories, i.e. the categories can be overlapping and category membership of patterns are a form of tagging. New categories include [[:Category:Speculative Patterns|Speculative Patterns]] which have been identified through triangulation or inversion rather than from specific game examples and [[:Category:Symmetry Patterns|Symmetry Patterns]] which contain patterns relating to particular forms of symmetry (or lack thereof) with [[Symmetry]] and [[Asymmetric Gameplay]] as prime examples. Further, [[:Category:Subjective Patterns|Subjective Patterns]] are those that rely heavily on players' subjective impressions, and [[:Category:Negative Patterns|Negative Patterns]] - which typically are seen as unwanted in games - are a subcategory of these. [[:Category:Atomic Patterns|Atomic Patterns]] are those that have no other patterns which can instantiate them. [[:Category:Potential Top Patterns|Potential Top Patterns]] are those that so far have not been identified as instantiating other patterns (but this category is currently empty!).&lt;br /&gt;
&lt;br /&gt;
Patterns can also be mapped onto the [[MDA Framework]], meaning that a pattern can either be [[:Category:Mechanical Patterns|Mechanic]], [[:Category:Dynamic Patterns|Dynamic]], or [[:Category:Aesthetic Patterns|Aesthetic]]. [[:Category:Game Element Patterns|Game Element Patterns]] can be considered a subcategory of [[:Category:Mechanical Patterns|Mechanic Patterns]], as can [[:Category:Level Design Patterns|Level Design Patterns]] and [[:Category:Achievement Patterns|Achievement Patterns]] (the former could also be labeled Game World Patterns). Even more specific, [[:Category:Card Patterns|Card Patterns]] and [[:Category:Dice Patterns|Dice Patterns]] look at patterns related specifically to the game elements [[Cards]] and [[Dice]] respectively.&lt;br /&gt;
&lt;br /&gt;
While focused upon how player perceive the gameplay, [[:Category:Aesthetic Patterns|Aesthetic Patterns]] often can indicate overarching design goals of a game. Similarly, [[:Category:Consistency Patterns|Consistency Patterns]] often express design intent in that providing a certain type of consistency is a subjective choice made by designers (or is given to them as a requirement).&lt;br /&gt;
&lt;br /&gt;
Similar claims can be made regarding [[:Category:Gameplay Arc Patterns|Gameplay Arc Patterns]] and [[:Category:Balancing Patterns|Balancing Patterns]]. [[:Category:Gameplay Arc Patterns|Gameplay Arc Patterns]] are those that deal with the overall structure of gameplay during a game instance and in this sense has connections to [[:Category:Aesthetic Patterns|Aesthetic]] patterns. [[:Category:Balancing Patterns|Balancing Patterns]] can also be seen as connected to [[:Category:Aesthetic Patterns|Aesthetic]] patterns in that they relate to the aesthetic that games should be balanced. [[:Category:Set-up Patterns|Set-up]] and [[:Category:Set-down Patterns|Set-down Patterns]] looks at designed activities which can be interpreted as taking place before or after they actual game state changes occur (which may not completely concide with when gameplay occurs). [[:Category:Gameplay Adaptability Patterns|Gameplay Adaptability Patterns]] focus on how games can be designed to easier fit players, either inherently or through players being able to modify them.&lt;br /&gt;
&lt;br /&gt;
While [[Engrossment]] is a (planned) pattern in its own right, there are several more specific engrossment patterns so one can consider [[:Category:Engrossment Patterns|Engrossment Patterns]] to be a category as well.&lt;br /&gt;
&lt;br /&gt;
Some patterns are closely related to other design disciplines, including [[:Category:Diegetic Patterns|Diegetic Patterns]], [[:Category:Interface Patterns|Interface Patterns]], and [[:Category:Narration Patterns|Narration Patterns]]. Others are closely related to technologies, e.g. [[:Category:Agent Patterns|Agent Patterns]] and [[:Category:Dialogue Patterns|Dialogue Patterns]], and all those that need specific media or platforms are [[:Category:Platform Patterns|Platform Patterns]]. [[:Category:Pervasive Patterns|Pervasive Patterns]] are a sub category of [[:Category:Interface Patterns|Interface Patterns]] but include patterns that often make use of technologies.&lt;br /&gt;
&lt;br /&gt;
See [[:Category:Patterns created on the Wiki|Patterns created on the Wiki]] for the new patterns.&lt;br /&gt;
&lt;br /&gt;
As any work in progress, the status of patterns can suitable patterns may not be completely determined. See [[:Category:Marked for possible deletion|Marked for possible deletion]] for those patterns that have been identified as problematic for some reason, and [[:Category:Deleted Patterns|Deleted Patterns]] are those removed.&lt;br /&gt;
&lt;br /&gt;
Some game research areas have been explored through patterns and the patterns identified there can be seen as yet other categories of patterns. Specifically, research has been done on [[:Category:Character Patterns|Characters]] and [[:Category:Dialogue Patterns|Dialogues]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;references&amp;gt;&lt;br /&gt;
&amp;lt;ref name=&amp;quot;Bjork &amp;amp; Holopainen 2004&amp;quot;&amp;gt;Björk, S. &amp;amp; Holopainen, J. (2004) ''Patterns in Game Design''. Charles River Media. ISBN1-58450-354-8.&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;/references&amp;gt;&lt;/div&gt;</summary>
		<author><name>Jussi Holopainen</name></author>	</entry>

	<entry>
		<id>http://virt10.itu.chalmers.se/index.php?title=File:Collection.zip&amp;diff=27327</id>
		<title>File:Collection.zip</title>
		<link rel="alternate" type="text/html" href="http://virt10.itu.chalmers.se/index.php?title=File:Collection.zip&amp;diff=27327"/>
				<updated>2022-06-14T07:08:07Z</updated>
		
		<summary type="html">&lt;p&gt;Jussi Holopainen: The original pattern collection, which was included in the accompanying CD-ROM of ''Patterns in Game Design''.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The original pattern collection, which was included in the accompanying CD-ROM of ''Patterns in Game Design''.&lt;/div&gt;</summary>
		<author><name>Jussi Holopainen</name></author>	</entry>

	<entry>
		<id>http://virt10.itu.chalmers.se/index.php?title=Gameplay_Design_Patterns_FDG_2022_Workshop&amp;diff=27326</id>
		<title>Gameplay Design Patterns FDG 2022 Workshop</title>
		<link rel="alternate" type="text/html" href="http://virt10.itu.chalmers.se/index.php?title=Gameplay_Design_Patterns_FDG_2022_Workshop&amp;diff=27326"/>
				<updated>2022-06-14T06:48:25Z</updated>
		
		<summary type="html">&lt;p&gt;Jussi Holopainen: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== FDG 2022 Workshop: Gameplay Design Patterns Approaches ==&lt;br /&gt;
&lt;br /&gt;
=== Description ===&lt;br /&gt;
Gameplay design patterns were introduced as a game design approach in the early 2000s&amp;lt;ref name=&amp;quot;Kreimeier2002&amp;quot;/&amp;gt;&amp;lt;ref name=&amp;quot;H&amp;amp;B2003&amp;quot;/&amp;gt;&amp;lt;ref name=&amp;quot;B&amp;amp;H&amp;amp;L2003&amp;quot;/&amp;gt; with a central publication being 'Patterns in Game Design' by Björk and Holopainen&amp;lt;ref name=&amp;quot;B&amp;amp;H2004&amp;quot;/&amp;gt;. Since then the approach has gained some momentum in both academia and industry with considerable variation in the details and aims&amp;lt;ref name=&amp;quot;Barney2020&amp;quot;/&amp;gt;&amp;lt;ref name=&amp;quot;B&amp;amp;H2006&amp;quot;/&amp;gt;&amp;lt;ref name=&amp;quot;FDG&amp;quot;/&amp;gt;. The workshop organisers are planning to release an open access anthology collecting chapters on various patterns approaches to coincide with the 20th anniversary of the publication of 'Patterns in Game Design'. As part of preparing the anthology, Holopainen and Björk are running a series of workshops for developing the contents for the anthology and the second takes place the September 5th 2022 during the [http://fdg2022.org/ FDG 2022 conference]  in Athens, Greece. The first workshop is planned to take place the July 7th 2022 at the DiGRA 2022 conference in Kraków, Poland.&lt;br /&gt;
&lt;br /&gt;
The workshop has two main goals: First, to collect and discuss gameplay design patterns as a phenomenon, including identifying new takes on gameplay design patterns, collecting known uses of gameplay design patterns, and providing feedback on the planning of the new gameplay design patterns book. Second, the workshop aims at bringing together game design researchers interested in pattern approaches to facilitate future collaborations, including future workshops.&lt;br /&gt;
&lt;br /&gt;
==== Participation ====&lt;br /&gt;
Participants are welcome regardless of interest or not in submitting a proposal for chapter in the planned new book on gameplay design patterns. &lt;br /&gt;
Interested participants should provide a letter of interest explaining their interests and expectations regarding the workshop (max 500 words, excluding bibliography) to Jussi Holopainen (jholopai@cityu.edu.hk) before or on the deadline of '''June 23rd 2022'''. This will provide the basis for selecting attendees moderated by a goal to ensure a diversity among the participants. The organisers are solely responsible for the final selection of attendees. Notifications regarding participation will be sent out July 1st 2022 or earlier. The selected letters of interest will be distributed to the participants one week prior to the workshop together with other relevant articles and texts. &lt;br /&gt;
&lt;br /&gt;
==== Expected Outcomes ====&lt;br /&gt;
Documentation of known published literature related to gameplay design patterns, list of ideas for potential chapters in the new gameplay design patterns book. The documentation will be available at the workshop website after the conference.&lt;br /&gt;
&lt;br /&gt;
==== Format ====&lt;br /&gt;
The workshop will span one day and mainly consist of group discussions regarding various aspects of design patterns in general and gameplay design patterns in particular. Common discussion and presentations will be held at the beginning and end of the day. The workshop will facilitate both online and onsite participation.&lt;br /&gt;
&lt;br /&gt;
=== Planned Activities ===&lt;br /&gt;
* Presentation by the organizers about the workshop and planned new book of gameplay design patterns.&lt;br /&gt;
* Presentation by the organizers about results from the first workshop.&lt;br /&gt;
* Presentation of suggestions for focus to group discussions, with possibility for the participants to add new ideas for focus&lt;br /&gt;
* Division of participants into groups based upon preferences of focus&lt;br /&gt;
* Discussions in subgroups&lt;br /&gt;
* Presentation of discussions, observations, and results from the subgroups&lt;br /&gt;
* Finishing comments by Jussi Holopainen &amp;amp; Staffan Björk regarding the presentations and planned work on the new book regarding gameplay design patterns.&lt;br /&gt;
&lt;br /&gt;
==== Anticipated # of participants ====&lt;br /&gt;
10-15&lt;br /&gt;
&lt;br /&gt;
=== Organizers’ Background ===&lt;br /&gt;
Jussi Holopainen holds a PhD in Digital Game Development from Blekinge Institute of Technology in Sweden. He has been researching game design and gameplay experiences since 1998, having authored or co-authored scores of academic publications and patents. His PhD thesis, Foundations of Gameplay, focused on understanding how to construct conceptual frameworks to aid game design. One of these frameworks is the influential gameplay design patterns approach, which he developed together with Staffan Björk. He also edited the book 'Game Design Research: An Overview' with Petri Lankoski. Jussi is one of the founding members and continues to be a member of the Digital Games Research Association (DiGRA) executive board. Before joining School of Creative Media, City University of Hong Kong in 2021 as associate professor he was a senior lecturer of Games Computing at University of Lincoln, UK, in the School of Computer Science. Before Lincoln he worked at Centre for Game Design Research, Royal Melbourne Institute of Technology as an associate researcher. He has also served in senior research management positions at the Nokia Research Center (NRC) and has been involved in coordinating several industry and academia collaboration projects.&lt;br /&gt;
&lt;br /&gt;
Staffan Björk is a full professor at the department of Computer Science and Engineering at Chalmers University of Technology and Gothenburg University. He has a PhD in Informatics from Gothenburg University and conducts research within the areas of gameplay design, pervasive games, and interaction design. Exploring novel gameplay possibilities through information technology has been a primary strand in his research, and a common theme in his research has been a focus upon developing a design language for gameplay design. A primary result of this work is the gameplay design patterns concept and the book 'Patterns in Game Design' co-written with Jussi Holopainen and published by Charles River Media. Together with Petri Lankoski he was editor for the book 'Game Research Methods: An Overview'. He has been active in promoting game research as a research discipline, being one of the founders of the Digital Games Research Association.&lt;br /&gt;
&lt;br /&gt;
=== Bibliography ===&lt;br /&gt;
&amp;lt;references&amp;gt;&lt;br /&gt;
&amp;lt;ref name=&amp;quot;Barney2020&amp;quot;&amp;gt;Barney, C., 2020. Pattern language for game design. CRC Press.&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;ref name=&amp;quot;B&amp;amp;H2004&amp;quot;&amp;gt;Björk, S. &amp;amp; Holopainen, J., 2004. Patterns in Game Design. Charles River Media.&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;ref name=&amp;quot;B&amp;amp;H2006&amp;quot;&amp;gt;Björk, S. &amp;amp; Holopainen, J., 2006. Games and design patterns. Ed. Salen, K. &amp;amp; Zimmerman, E. In The Game Design Reader, MIT Press, pp.410-437.&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;ref name=&amp;quot;B&amp;amp;H&amp;amp;L2003&amp;quot;&amp;gt;Björk, S., Lundgren, S., &amp;amp; Holopainen, J., 2003. Game Design Patterns. Ed. Copier, M. &amp;amp; Raessens, J. In Proceedings of Digital Games Research Conference.&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;ref name=&amp;quot;FDG&amp;quot;&amp;gt;FDG Workshop on Design Patterns for Games series.&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;ref name=&amp;quot;H&amp;amp;B2003&amp;quot;&amp;gt;Holopainen, J. &amp;amp; Björk, S., 2003. Game design patterns. Lecture Notes for GDC 2003.&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;ref name=&amp;quot;Kreimeier2002&amp;quot;&amp;gt;Kreimeier, B., 2002. The case for game design patterns. Retrieved 8 November 2021 from https://www.gamedeveloper.com/design/the-case-for-game-design-patterns.&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;/references&amp;gt;&lt;/div&gt;</summary>
		<author><name>Jussi Holopainen</name></author>	</entry>

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