Difference between revisions of "Clickability"

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This pattern is a still a stub.
 
This pattern is a still a stub.
  
Aki Järvinen's original definition<ref name="Jarvinen"> for [[Clickability]] was "''the routine yet enjoyable behavior of executing a set of game actions, with the mouse, and intuitively responding to the UI feedback, during a single social (Facebook) game session.''"
+
Aki Järvinen's original definition<ref name="Jarvinen"/> for [[Clickability]] was "''the routine yet enjoyable behavior of executing a set of game actions, with the mouse, and intuitively responding to the UI feedback, during a single social (Facebook) game session.''"
  
 
=== Examples ===
 
=== Examples ===

Revision as of 17:22, 21 May 2011

The one-sentence "definition" that should be in italics.

This pattern is a still a stub.

Aki Järvinen's original definition[1] for Clickability was "the routine yet enjoyable behavior of executing a set of game actions, with the mouse, and intuitively responding to the UI feedback, during a single social (Facebook) game session."

Examples

Using the pattern

Diegetic Aspects

Interface Aspects

Narrative Aspects

Diegetic Consistency

Consequences

Relations

Can Instantiate

with ...

Can Modulate

Can Be Instantiated By

Can Be Modulated By

Possible Closure Effects

Potentially Conflicting With

History

An updated version of the pattern ... that was part of the original collection in the book Patterns in Game Design[2].

or

New pattern created in this wiki.

References

  1. Järvinen, A. Clickability: A Design Concept for Social Games. Blog entry reposted at Gamasutra 07/05/10.
  2. Cite error: Invalid <ref> tag; no text was provided for refs named Bjork_.26_Holopainen_2004

Acknowledgements

Aki Järvinen