Difference between revisions of "Critical Gameplay Design"

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(Examples)
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[[Category:Stub]]
 
[[Category:Stub]]
 
[[Category:Staffan's current workpage]]
 
[[Category:Staffan's current workpage]]
''The one-sentence "definition" that should be in italics.''
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''Game designs where the gameplay is intended to cause critical reflection.''
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 +
Not the context
  
 
This pattern is a still a stub.
 
This pattern is a still a stub.
 +
 +
The online exhibition [[http://www.criticalgameplay.com/thegames.html 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.
  
 
=== Examples ===
 
=== Examples ===
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[[Power Explorer]]
 
[[Power Explorer]]
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[[Train]]
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== Using the pattern ==
 
== Using the pattern ==

Revision as of 11:55, 30 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.

Examples

September 12th

Power Explorer

Train


Using the pattern

Diegetic Aspects

Interface Aspects

Narrative Aspects

Consequences

Relations

Can Instantiate

with ...

Can Modulate

Can Be Instantiated By

Can Be Modulated By

Possible Closure Effects

Potentially Conflicting With

History

An updated version of the pattern ... that was part of the original collection in the book Patterns in Game Design[1].

or

New pattern created in this wiki.

References

-

Acknowledgements

  1. Cite error: Invalid <ref> tag; no text was provided for refs named Bjork_.26_Holopainen_2004