Difference between revisions of "Actor Detachment"
From gdp3
(→History) |
|||
Line 1: | Line 1: | ||
+ | [[Category:Player Patterns]] | ||
+ | [[Category:Gameplay Adaptability Patterns]] | ||
[[Category:Patterns]] | [[Category:Patterns]] | ||
[[Category:Needs work]] | [[Category:Needs work]] | ||
Line 14: | Line 16: | ||
== Using the pattern == | == Using the pattern == | ||
+ | Somewhat paradoxical, [[Game Mastery]] can support [[Actor Detachment]]. This since gameplay stressed some type of skill or knowledge, and this removes focus from other aspects of the players. | ||
=== Diegetic Aspects === | === Diegetic Aspects === | ||
=== Interface Aspects === | === Interface Aspects === | ||
+ | [[Mediated Gameplay]] | ||
=== Narrative Aspects === | === Narrative Aspects === | ||
== Consequences == | == Consequences == | ||
+ | By minimizing the effects between players not directly related to gameplay expertise, [[Actor Detachment]] increases the [[Social Adaptability]] of a game. | ||
== Relations == | == Relations == | ||
+ | [[Game-Based Social Statuses]] | ||
=== Can Instantiate === | === Can Instantiate === | ||
+ | [[Social Adaptability]] | ||
==== with ... ==== | ==== with ... ==== | ||
Line 32: | Line 39: | ||
=== Can Be Instantiated By === | === Can Be Instantiated By === | ||
+ | [[Game Mastery]], | ||
+ | [[Mediated Gameplay]] | ||
=== Can Be Modulated By === | === Can Be Modulated By === |
Revision as of 16:04, 14 July 2014
The one-sentence "definition" that should be in italics.
This pattern is a still a stub.
Examples
Using the pattern
Somewhat paradoxical, Game Mastery can support Actor Detachment. This since gameplay stressed some type of skill or knowledge, and this removes focus from other aspects of the players.
Diegetic Aspects
Interface Aspects
Narrative Aspects
Consequences
By minimizing the effects between players not directly related to gameplay expertise, Actor Detachment increases the Social Adaptability of a game.
Relations
Can Instantiate
with ...
Can Modulate
Can Be Instantiated By
Game Mastery, Mediated Gameplay
Can Be Modulated By
Possible Closure Effects
Potentially Conflicting With
History
New pattern created in this wiki. However, the concept was developed by Linderoth et al. in 2006[1].
References
- ↑ Linderoth, J., Jäppinen, A., and Montola, M. (2006) How to measure the social adaptability of games - An evaluation template. IPerG deliverable.