Difference between revisions of "Clickability"

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[[Category:Patterns created on the Wiki]]
 
[[Category:Patterns created on the Wiki]]
 
[[Category:Stub]]
 
[[Category:Stub]]
''The one-sentence "definition" that should be in italics.''
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''Feedback loops based on clicking as the input that are meant to be enjoyable in themselves.''
  
This pattern is a still a stub.
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Practically all computer or video games are played by clicking on things to one extent or another. This clicking can be enjoyable in itself when it is part of small and clear feedback loops, and even more so when it  can be done so repeatedly to create some form of rhythm in gameplay actions. Game design components that intentionally try to provide this are trying to give parts of the game [[Clickability]].  
  
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.''"
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The concept of [[Clickability]] was first described by Aki Järvinen, and his 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 ===
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Social Media games such as [[CityVille]] or [[Zombie Lane]] have clicking as both the basic way to interact parts of the game environments such as buildings, fields, bandits, and zombies and the way to more quickly collect the rewards given for completing actions.
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Many games with first-person views have switches, controls, and other parts of the environment that can be activated by clicking on them. For example, the [[Portal series]] have pedestals with red buttons that invite players to press them to activate various effects in the game environment. Doors in the [[Doom series|Doom]] and [[Quake series]] are other examples of game environments that have high [[Clickability]].
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[[Clickability]] does not always have to depend on clicking on things in an game environment. [[:Category:Fighting Games|Fighting Games]] such as the [[Mortal Combat series|Mortal Combat]] and [[Tekken series]] can provide high degrees of [[Clickability]] toward pressing the buttons on the physical controls used to play the games.
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[[Button Bashing]]
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[[Rhythm-Based Actions]]
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[[Sensory-Motoric Engrossment]]
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[[Combos]]
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[[Pick-Ups]]
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[[Pottering]]
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[[Time Limits]]
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[[Switches]]
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[[Reward Widgets]]
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[[Avatars]]
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[[God Fingers]]
  
 
== Using the pattern ==
 
== Using the pattern ==
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[[Diegetic Consistency]]
 
[[Diegetic Consistency]]
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[[Diegetically Outstanding Features]]
  
 
== Consequences ==
 
== Consequences ==
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== History ==
 
== History ==
An updated version of the pattern ''...'' that was part of the original collection in the book ''Patterns in Game Design''<ref name="Bjork & Holopainen 2004"/>.
 
 
''or''
 
 
 
New pattern created in this wiki.
 
New pattern created in this wiki.
  
 
== References ==
 
== References ==
 
<references>
 
<references>
<ref name="Jarvinen">Järvinen, A. ''Clickability: A Design Concept for Social Games''. Blog [http://www.gamasutra.com/blogs/AkiJarvinen/20100304/4573/Clickability_A_Design_Concept_for_Social_Games.php  entry] reposted at Gamasutra 07/05/10.</ref>
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<ref name="Jarvinen">Järvinen, A. (2010) ''Clickability: A Design Concept for Social Games''. Blog [http://www.gamasutra.com/blogs/AkiJarvinen/20100304/4573/Clickability_A_Design_Concept_for_Social_Games.php  entry] reposted at Gamasutra 07/05/10.</ref>
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<ref name="Linderoth"> Linderoth, J. (2010).''Why gamers donʼt learn more - An ecological approach to games as learning environment'', in Nordic DiGRA 2010.</ref>
 
</references>
 
</references>
  
 
== Acknowledgements ==
 
== Acknowledgements ==
 
Aki Järvinen
 
Aki Järvinen

Revision as of 17:53, 21 May 2011

Feedback loops based on clicking as the input that are meant to be enjoyable in themselves.

Practically all computer or video games are played by clicking on things to one extent or another. This clicking can be enjoyable in itself when it is part of small and clear feedback loops, and even more so when it can be done so repeatedly to create some form of rhythm in gameplay actions. Game design components that intentionally try to provide this are trying to give parts of the game Clickability.

The concept of Clickability was first described by Aki Järvinen, and his 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

Social Media games such as CityVille or Zombie Lane have clicking as both the basic way to interact parts of the game environments such as buildings, fields, bandits, and zombies and the way to more quickly collect the rewards given for completing actions.

Many games with first-person views have switches, controls, and other parts of the environment that can be activated by clicking on them. For example, the Portal series have pedestals with red buttons that invite players to press them to activate various effects in the game environment. Doors in the Doom and Quake series are other examples of game environments that have high Clickability.

Clickability does not always have to depend on clicking on things in an game environment. Fighting Games such as the Mortal Combat and Tekken series can provide high degrees of Clickability toward pressing the buttons on the physical controls used to play the games.

Button Bashing

Rhythm-Based Actions

Sensory-Motoric Engrossment

Combos

Pick-Ups

Pottering

Time Limits Switches Reward Widgets

Avatars God Fingers

Using the pattern

Diegetic Aspects

Interface Aspects

Narrative Aspects

Diegetic Consistency

Diegetically Outstanding Features

Consequences

Relations

Can Instantiate

with ...

Can Modulate

Can Be Instantiated By

Can Be Modulated By

Possible Closure Effects

Potentially Conflicting With

History

New pattern created in this wiki.

References

  1. Järvinen, A. (2010) Clickability: A Design Concept for Social Games. Blog entry reposted at Gamasutra 07/05/10.

Cite error: <ref> tag with name "Linderoth" defined in <references> is not used in prior text.

Acknowledgements

Aki Järvinen