Difference between revisions of "Attention Demanding Gameplay"
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=== Examples === | === Examples === | ||
− | + | [[:Category:Arcade Games|Arcade Games]] | |
− | + | ||
+ | [[Pac-Man]] | ||
+ | [[Space Invaders]] | ||
== Using the pattern == | == Using the pattern == | ||
+ | === Can Be Instantiated By === | ||
+ | [[Always Vulnerable]], | ||
+ | [[Combat]], | ||
+ | [[Enemies]], | ||
+ | [[Flanking Routes]], | ||
+ | [[Focus Loci]], | ||
+ | [[Guard]], | ||
+ | [[Maneuvering]], | ||
+ | [[Real-Time Games]], | ||
+ | [[Time Limits]] | ||
+ | |||
+ | [[Game Items]] together with [[Stealing]] | ||
+ | |||
+ | [[Scripted Information Sequences]] together with [[Traps]] or [[The Show Must Go On]] | ||
+ | |||
+ | [[Time Limits]] together with [[Traps]] | ||
+ | |||
+ | === Can Be Modulated By === | ||
+ | [[Attention Swapping]], | ||
+ | [[Disruption of Focused Attention]], | ||
+ | [[God Fingers]], | ||
+ | [[Penalties]] | ||
=== Diegetic Aspects === | === Diegetic Aspects === | ||
Line 27: | Line 51: | ||
== Consequences == | == Consequences == | ||
+ | === Can Instantiate === | ||
+ | [[FUBAR Enjoyment]], | ||
+ | [[Tension]] | ||
+ | |||
+ | === Potentially Conflicting With === | ||
+ | [[Minimalized Social Weight]], | ||
+ | [[Ubiquitous Gameplay]] | ||
+ | [[Drop-In/Drop-Out]] | ||
+ | [[Game Pauses]] | ||
== Relations == | == Relations == | ||
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=== Potentially Conflicting With === | === Potentially Conflicting With === | ||
+ | [[Drop-In/Drop-Out]], | ||
+ | [[Game Pauses]], | ||
[[Minimalized Social Weight]], | [[Minimalized Social Weight]], | ||
[[Ubiquitous Gameplay]] | [[Ubiquitous Gameplay]] |
Revision as of 14:06, 1 July 2015
The one-sentence "definition" that should be in italics.
This pattern is a still a stub.
Contents
Examples
Using the pattern
Can Be Instantiated By
Always Vulnerable, Combat, Enemies, Flanking Routes, Focus Loci, Guard, Maneuvering, Real-Time Games, Time Limits
Game Items together with Stealing
Scripted Information Sequences together with Traps or The Show Must Go On
Time Limits together with Traps
Can Be Modulated By
Attention Swapping, Disruption of Focused Attention, God Fingers, Penalties
Diegetic Aspects
Interface Aspects
Narration Aspects
Consequences
Can Instantiate
Potentially Conflicting With
Minimalized Social Weight, Ubiquitous Gameplay Drop-In/Drop-Out Game Pauses
Relations
Can Instantiate
Can Modulate
-
Can Be Instantiated By
Always Vulnerable, Combat, Enemies, Flanking Routes, Focus Loci, Guard, Maneuvering, Real-Time Games, Time Limits
Game Items together with Stealing
Scripted Information Sequences together with Traps or The Show Must Go On
Time Limits together with Traps
Can Be Modulated By
Attention Swapping, Disruption of Focused Attention, God Fingers, Penalties
Possible Closure Effects
-
Potentially Conflicting With
Drop-In/Drop-Out, Game Pauses, Minimalized Social Weight, Ubiquitous Gameplay
History
New pattern created in this wiki.
References
-
Acknowledgements
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