Difference between revisions of "Mimetic Interfaces"
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=== Interface Aspects === | === Interface Aspects === | ||
− | [[Mimetic Interfaces]] is an [[Category:Interface Patterns|Interface Pattern]]. | + | [[Mimetic Interfaces]] is an [[.Category:Interface Patterns|Interface Pattern]]. |
== Consequences == | == Consequences == |
Revision as of 13:25, 27 July 2014
Gameplay where sensors measures how well a player performs actions in the game.
The ability of computer systems to measure
This pattern is a still a stub.
Mimetic Interfaces are discussed in the book A Casual Revolution[1].
Contents
Examples
Already the Magnavox Odyssey, first game console, provided a Mimetic Interface through the Shooting Gallery which allows players to aim a gun replica at bright areas on the display. Wii Sports is a game where the Mimetic Interface allows players to approximate playing various sports while the Just Dance series allow players to try and dance according to certain goals. Donkey Konga, the Guitar Hero series and the Rock Band series in contrast use various peripherals to let players "play" music by hitting the right buttons or areas of the peripherals. The SingStar series uses input from a microphone to judge how well players can match the tones that they should sing.
Using the pattern
Can Be Instantiated By
Physical Enactment together with Mediated Gameplay
Interface Aspects
Mimetic Interfaces is an Interface Pattern.
Consequences
Mimetic Interfaces require the Enactment of actions by players, and may depend on Player Physical Prowess if these actions closely relate to skill sets in the real world.
Mimetic Interfaces can provide players with Exaggerated Perception of Influence in several ways: they can be playing the actual music the players can trick themselves into feeling that they are playing, they can be tolerant in how they judge, and by letting players continue to perform they can make players believe that they are performing well regardless of how well they are doing the actual actions. Juul discusses part of these effects through the concept of the "Magic Crayon" in his book "A Casual Revolution"[1].
Can Modulate
Minigames, Rhythm-Based Actions
Potentially Conflicting With
AI Players, Real Life Activities Affect Game State, Minimalized Social Weight
Relations
Exaggerated Perception of Influence
Can Instantiate
Enactment, Player Physical Prowess
Can Modulate
Minigames, Rhythm-Based Actions
Can Be Instantiated By
Physical Enactment together with Mediated Gameplay
Can Be Modulated By
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Possible Closure Effects
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Potentially Conflicting With
AI Players, Real Life Activities Affect Game State, Minimalized Social Weight
History
New pattern created in this wiki.
References
Acknowledgements
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