Difference between revisions of "Critical Gameplay Design"
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+ | [[Red Queen Dilemma]] | ||
+ | [[Positive Feedback Loops]] | ||
+ | [[Negative Feedback Loops]] | ||
+ | [[Inherent Mistrust]] | ||
+ | [[Entrenching Gameplay]] | ||
+ | [[Tragedy of the Commons]] | ||
+ | [[Social Dilemmas]] | ||
=== Can Be Modulated By === | === Can Be Modulated By === |
Revision as of 07:44, 31 August 2012
Game designs where the gameplay is intended to cause critical reflection.
Not the context
This pattern is a still a stub.
The online exhibition [Critical Gameplay] hosts several games that highlights features of games often overlooked by designing counter-examples. While the pattern described here is broader in context, the examples show how gameplay can be designed to stimulate critical reflection.
Contents
Examples
Using the pattern
Diegetic Aspects
Interface Aspects
Narrative Aspects
Consequences
Relations
Can Instantiate
Changes in Perception of Real World Phenomena due to Gameplay
with ...
Can Modulate
Can Be Instantiated By
Red Queen Dilemma Positive Feedback Loops Negative Feedback Loops Inherent Mistrust Entrenching Gameplay Tragedy of the Commons Social Dilemmas
Can Be Modulated By
Possible Closure Effects
Potentially Conflicting With
History
New pattern created in this wiki.
References
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Acknowledgements
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