Difference between revisions of "Changes in Perception of Real World Phenomena due to Gameplay"

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''Gameplay that makes people reconsider their understanding of real world phenomena.''
 
''Gameplay that makes people reconsider their understanding of real world phenomena.''
  
This pattern is a still a stub.
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Like doing any type of activity, gaming can lead to that one learns something about oneself or the activity. Since games often portray some aspect of real world phenomena (even if done in a fictional setting), they can also tell something about that phenomena besides just the game. However, if this is part of the diegesis it is something that could be observed simply by studying the game as an artifact rather than playing and this kind of learning is similar to that which is provided by books, images, and movies. A kind of learning not readily provided by the other types of artifacts is that which comes from interacting with a game system and understanding its dynamics. When this type of dynamic can be mapped consistently onto a phenomena outside the game, it can cause [[Changes in Perception of Real World Phenomena due to Gameplay]].
 
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This pattern is related to the idea of that a game can have a ''procedural rhetoric''<ref name="bogost"/>, and users of this pattern may benefit from considering the work on this subject.
 
This pattern is related to the idea of that a game can have a ''procedural rhetoric''<ref name="bogost"/>, and users of this pattern may benefit from considering the work on this subject.

Revision as of 13:13, 29 August 2012

Gameplay that makes people reconsider their understanding of real world phenomena.

Like doing any type of activity, gaming can lead to that one learns something about oneself or the activity. Since games often portray some aspect of real world phenomena (even if done in a fictional setting), they can also tell something about that phenomena besides just the game. However, if this is part of the diegesis it is something that could be observed simply by studying the game as an artifact rather than playing and this kind of learning is similar to that which is provided by books, images, and movies. A kind of learning not readily provided by the other types of artifacts is that which comes from interacting with a game system and understanding its dynamics. When this type of dynamic can be mapped consistently onto a phenomena outside the game, it can cause Changes in Perception of Real World Phenomena due to Gameplay.

This pattern is related to the idea of that a game can have a procedural rhetoric[1], and users of this pattern may benefit from considering the work on this subject.

Examples

Using the pattern

While Changes in Perception of Real World Phenomena due to Gameplay can occur by chance (or serendipity) in any game, consciously designing for it and successfully achieving the intended change is significantly more difficult.

Can Be Instantiated By

Artifact-Location Proximity, Extra-Game Actions, Extra-Game Input, Player-Location Proximity, Real Life Activities Affect Game State, Seamful Gameplay

Diegetic Aspects

Interface Aspects

Narrative Aspects

Consequences

Social Adaptability


Can Instantiate

Extra-Game Consequences


Relations

Can Instantiate

Extra-Game Consequences

Can Modulate

-

Can Be Instantiated By

Artifact-Location Proximity, Extra-Game Actions, Extra-Game Input, Player-Location Proximity, Real Life Activities Affect Game State, Seamful Gameplay

Can Be Modulated By

-

Possible Closure Effects

-

Potentially Conflicting With

Social Adaptability

History

An updated version of the pattern Gameplay Changes Perception of Real World Phenomena that was first identified in the paper Understanding Pervasive Games through Gameplay Design Patterns[2].

References

  1. Bogost, I. (2007). Persuasive Games - The Expressive Power of Videogames. MIT Press.
  2. Peitz, J. & Björk, S. (2007). Understanding Pervasive Games through Gameplay Design Patterns. Paper presentation at DiGRA 2007, Tokyo, Japan.

Acknowledgements