Vision Modes
From gdp3
Revision as of 10:07, 5 August 2011 by Staffan Björk (Talk | contribs)
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This pattern is a still a stub.
See Linderoth (2010)[1] for a discussion on how Vision Modes affect how players learn to play games.
Contents
Examples
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
New pattern created in this wiki.
References
- ↑ 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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