Changes in Perception of Real World Phenomena due to Gameplay
Gameplay that makes people reconsider their understanding of real world phenomena.
This pattern is a still a stub.
This pattern is related to the idea of that a game can have a procedural rhetoric, and users of this pattern may benefit from considering the work on this subject.
- 1 Examples
- 2 Using the pattern
- 3 Consequences
- 4 Relations
- 5 History
- 6 References
- 7 Acknowledgements
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
Can Be Modulated By
Possible Closure Effects
Potentially Conflicting With
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.
- Bogost, I. (2007). Persuasive Games - The Expressive Power of Videogames. MIT Press.
- Peitz, J. & Björk, S. (2007). Understanding Pervasive Games through Gameplay Design Patterns. Paper presentation at DiGRA 2007, Tokyo, Japan.