Gameplay Design Patterns DiGRA 2022 Workshop
From gdp3
Revision as of 09:19, 12 February 2022 by Staffan Björk (Talk | contribs)
DiGRA 2022 Workshop: Gameplay Design Patterns Approaches
Description
Gameplay design patterns were introduced as a game design approach in the early 2000s[1][2][3] with a central publication being 'Patterns in Game Design' by Björk and HolopainenCite error: Closing </ref>
missing for <ref>
tag
[4]
[5]
[3]
[6]
[2]
[1]
- ↑ 1.0 1.1 Kreimeier, B., 2002. The case for game design patterns. Retrieved 8 November 2021 from https://www.gamedeveloper.com/design/the-case-for-game-design-patterns.
- ↑ 2.0 2.1 Holopainen, J. & Björk, S., 2003. Game design patterns. Lecture Notes for GDC 2003.
- ↑ 3.0 3.1 Björk, S., Lundgren, S., & Holopainen, J., 2003. Game Design Patterns. Ed. Copier, M. & Raessens, J. In Proceedings of Digital Games Research Conference.
- ↑ Björk, S. & Holopainen, J., 2004. Patterns in Game Design. Charles River Media.
- ↑ Björk, S. & Holopainen, J., 2006. Games and design patterns. Ed. Salen, K. & Zimmerman, E. In The Game Design Reader, MIT Press, pp.410-437.
- ↑ FDG Workshop on Design Patterns for Games series.