Difference between revisions of "Gamer Mode"
From gdp3
(Created page with "Category:Patterns Category:Aesthetic Patterns Category:Needs work Category:Needs revision Category:Needs examples Category:Needs references Category:...") |
|||
Line 14: | Line 14: | ||
link to Anders Frank's PhD thesis. | link to Anders Frank's PhD thesis. | ||
+ | |||
+ | Note:''the concept [[Gamer Mode]] was first identified by Anders Frank in 2012<ref name="Frank2012"/> and discussed in more detail in his PhD thesis<ref name="Frank2014"/>. | ||
+ | |||
+ | Gamer mode | ||
+ | Identifying and managing unwanted | ||
+ | behaviour in military educational wargaming | ||
+ | |||
+ | |||
+ | http://kth.diva-portal.org/smash/get/diva2:768474/FULLTEXT01.pdf | ||
=== Examples === | === Examples === | ||
Line 55: | Line 64: | ||
== History == | == History == | ||
− | New pattern created in this wiki. | + | New pattern created in this wiki. It is based on Anders Frank's concept with the same name, introduced in 2012<ref name="Frank2012"/> and discussed more thoroughly in his PhD thesis<ref name="Frank2014"/>. |
== References == | == References == | ||
− | - | + | <references> |
+ | <ref name="Frank2012">Frank, Anders. 2012. [Gaming the Game: A Study of the Gamer Mode in Educational Wargaming http://sag.sagepub.com/content/early/2011/07/28/1046878111408796]. </ref> | ||
+ | <ref name="Frank2014">Frank, Anders. 2014. [Gamer mode - Identifying and managing unwanted behaviour in military educational wargaming http://kth.diva-portal.org/smash/get/diva2:768474/FULLTEXT01.pdf].</ref> | ||
+ | </references> | ||
== Acknowledgements == | == Acknowledgements == | ||
- | - |
Revision as of 08:38, 14 August 2016
The one-sentence "definition" that should be in italics.
This pattern is a still a stub.
link to Anders Frank's PhD thesis.
Note:the concept Gamer Mode was first identified by Anders Frank in 2012[1] and discussed in more detail in his PhD thesis[2].
Gamer mode Identifying and managing unwanted behaviour in military educational wargaming
http://kth.diva-portal.org/smash/get/diva2:768474/FULLTEXT01.pdf
Contents
Examples
Anti-Examples
optional
Using the pattern
Diegetic Aspects
Interface Aspects
Narration Aspects
Consequences
Relations
Narrative Engrossment Value of Effort
Can Instantiate
-
with ...
Can Modulate
-
Can Be Instantiated By
-
Can Be Modulated By
-
Possible Closure Effects
-
Potentially Conflicting With
-
History
New pattern created in this wiki. It is based on Anders Frank's concept with the same name, introduced in 2012[1] and discussed more thoroughly in his PhD thesis[2].
References
- ↑ 1.0 1.1 Frank, Anders. 2012. [Gaming the Game: A Study of the Gamer Mode in Educational Wargaming http://sag.sagepub.com/content/early/2011/07/28/1046878111408796].
- ↑ 2.0 2.1 Frank, Anders. 2014. [Gamer mode - Identifying and managing unwanted behaviour in military educational wargaming http://kth.diva-portal.org/smash/get/diva2:768474/FULLTEXT01.pdf].
Acknowledgements
-