Point of Interest Indicators
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This pattern is a still a stub.
See Linderoth (2010)[1] for details on how Point of Interest Indications affect how players learn to play games.
Contents
Examples
Using the pattern
Point of Interest Indications can be used with all different types of ways of presenting Game Worlds, i.e. First-Person, Third-Person, and God Views.
Diegetic Aspects
Interface Aspects
Narrative Aspects
Consequences
Since Point of Interest Indications can represent perceptual abilities of Characters in games with First-Person Views, the pattern can imply such as well as Player/Character Skill Composites.
Can Modulate
Clues, Diegetically Outstanding Features,
Can Be Instantiated By
Relations
Can Instantiate
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with First-Person Views
Characters, Player/Character Skill Composites
Can Modulate
Clues, Diegetically Outstanding Features, First-Person Views, Game Worlds, God Views, Third-Person Views
Can Be Instantiated By
Can Be Modulated By
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Possible Closure Effects
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Potentially Conflicting With
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History
New pattern created in this wiki. However, it was first reported as a design feature in games by Linderoth (2010)[1].
References
- ↑ 1.0 1.1 Linderoth, J. (2010). Why gamers donʼt learn more - An ecological approach to games as learning environment, in Nordic DiGRA 2010.
Acknowledgements
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