Difference between revisions of "Diegetically Outstanding Features"

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''Parts of a Game World that by their shape, color, or texture convey to players specific information or interaction possibilities.''
 
''Parts of a Game World that by their shape, color, or texture convey to players specific information or interaction possibilities.''
  
Many games make use of distinguishing features to let players more easily themselves in the game environments. When this is done not through simply the positioning of game elements but through their presentation differing from those around them, they are [[Diegetically Outstanding Features]]. These help players with their ''exploratory actions''<ref name="Linderoth"/> in game worlds, that is, those they perform to understand how the game system function.
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Many games make use of distinguishing features to let players more easily themselves in the game environments. When this is done not through simply the positioning of game elements but through their presentation differing from those around them, they are [[Diegetically Outstanding Features]]. These  
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can provide the basis for affordances<ref name="Rambusch"> and help players with their ''exploratory actions''<ref name="Linderoth"/> in game worlds, that is, those they perform to understand how the game system function.
  
 
=== Examples ===
 
=== Examples ===
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<ref name="Bjork & Holopainen 2004">Björk, S. & Holopainen, J. (2004) ''Patterns in Game Design''. Charles River Media. ISBN1-58450-354-8.</ref>
 
<ref name="Bjork & Holopainen 2004">Björk, S. & Holopainen, J. (2004) ''Patterns in Game Design''. Charles River Media. ISBN1-58450-354-8.</ref>
 
<ref name="Linderoth">Linderoth, J. (2010). ''Why gamers donʼt learn more - An ecological approach to games as learning environment'', in Nordic DiGRA 2010.</ref>
 
<ref name="Linderoth">Linderoth, J. (2010). ''Why gamers donʼt learn more - An ecological approach to games as learning environment'', in Nordic DiGRA 2010.</ref>
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<ref name="Rambusch">Rambusch, J. & Susi, T. (2008). ''The Challenge of Managing Affordances in Computer Game Play'', HumanIT, Vol. 9, No. 3, pp. 83-109.</ref>
 
</references>
 
</references>

Revision as of 20:38, 28 March 2011

Parts of a Game World that by their shape, color, or texture convey to players specific information or interaction possibilities.

Many games make use of distinguishing features to let players more easily themselves in the game environments. When this is done not through simply the positioning of game elements but through their presentation differing from those around them, they are Diegetically Outstanding Features. These can provide the basis for affordancesCite error: Closing </ref> missing for <ref> tag [1] [2]

</references>
  1. Linderoth, J. (2010). Why gamers donʼt learn more - An ecological approach to games as learning environment, in Nordic DiGRA 2010.
  2. Rambusch, J. & Susi, T. (2008). The Challenge of Managing Affordances in Computer Game Play, HumanIT, Vol. 9, No. 3, pp. 83-109.