Difference between revisions of "Actor Detachment"

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(Using the pattern)
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== 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.
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Somewhat paradoxical, [[Gameplay 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 ===

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, Gameplay 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

Mediated Gameplay

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

Game-Based Social Statuses

Can Instantiate

Social Adaptability

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

  1. Linderoth, J., Jäppinen, A., and Montola, M. (2006) How to measure the social adaptability of games - An evaluation template. IPerG deliverable.