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

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[[Category:Stub]]
 
[[Category:Stub]]
 
[[Category:Staffan's current workpage]]
 
[[Category:Staffan's current workpage]]
''The one-sentence "definition" that should be in italics.''
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[[Category:Subjective Patterns]]
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''Gameplay that makes people reconsider their understanding of real world phenomena.''
  
 
This pattern is a still a stub.
 
This pattern is a still a stub.
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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.
  
 
=== Examples ===
 
=== Examples ===
  
 
== Using the pattern ==
 
== Using the pattern ==
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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.
  
 
=== Diegetic Aspects ===
 
=== Diegetic Aspects ===
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<references>
 
<references>
 
<ref name="peitz">Peitz, J. & Björk, S. (2007). [http://www.digra.org/dl/db/07311.47471.pdf Understanding Pervasive Games through Gameplay Design Patterns]. Paper presentation at DiGRA 2007, Tokyo, Japan.</ref>
 
<ref name="peitz">Peitz, J. & Björk, S. (2007). [http://www.digra.org/dl/db/07311.47471.pdf Understanding Pervasive Games through Gameplay Design Patterns]. Paper presentation at DiGRA 2007, Tokyo, Japan.</ref>
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<ref name="bogost">Bogost, I. (2007). ''Persuasive Games - The Expressive Power of Videogames''. MIT Press.</ref>
 
</references>
 
</references>
  
 
== Acknowledgements ==
 
== Acknowledgements ==

Revision as of 14:15, 28 August 2012

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[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.

Diegetic Aspects

Interface Aspects

Narrative Aspects

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

-

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