Difference between revisions of "Gameplay Design Patterns DiGRA 2022 Workshop"

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=== Description ===
 
=== Description ===
Gameplay design patterns were introduced as a game design approach in the early 2000s<ref name="Kreimeier2002"/><ref name="H&B2003"/><ref name="B&H&L2003"/> with a central publication being 'Patterns in Game Design' by Björk and Holopainen. Since then the approach has gained some momentum in both academia and industry with considerable variation in the details and aims<ref name="Barney2020"/><ref name="B&H2006"/><ref name="FDG"/>. The workshop organisers are planning to release an open access anthology collecting chapters on various patterns approaches to coincide with the 20th anniversary of Patterns in Game Design<ref name="B&H2004"/>. As part of preparing the anthology, Holopainen and Björk are running a series of workshops for developing the contents for the anthology and this would be the first one taking place the July 7th 2022 during the DiGRA 2022 conference in Kraków, Poland.
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Gameplay design patterns were introduced as a game design approach in the early 2000s<ref name="Kreimeier2002"/><ref name="H&B2003"/><ref name="B&H&L2003"/> with a central publication being 'Patterns in Game Design' by Björk and Holopainen<ref name="B&H2004">. Since then the approach has gained some momentum in both academia and industry with considerable variation in the details and aims<ref name="Barney2020"/><ref name="B&H2006"/><ref name="FDG"/>. The workshop organisers are planning to release an open access anthology collecting chapters on various patterns approaches to coincide with the 20th anniversary of Patterns in Game Design<ref name="B&H2004"/>. As part of preparing the anthology, Holopainen and Björk are running a series of workshops for developing the contents for the anthology and this would be the first one taking place the July 7th 2022 during the DiGRA 2022 conference in Kraków, Poland.
  
 
The workshop has two main goals: First, to collect and discuss gameplay design patterns as a phenomenon, including identifying new takes on gameplay design patterns, collecting known uses of gameplay design patterns, and providing feedback on the planning of the new gameplay design patterns book. Second, the workshop aims at bringing together game design researchers interested in pattern approaches to facilitate future collaborations, including future workshops.
 
The workshop has two main goals: First, to collect and discuss gameplay design patterns as a phenomenon, including identifying new takes on gameplay design patterns, collecting known uses of gameplay design patterns, and providing feedback on the planning of the new gameplay design patterns book. Second, the workshop aims at bringing together game design researchers interested in pattern approaches to facilitate future collaborations, including future workshops.

Revision as of 09:19, 12 February 2022

DiGRA 2022 Workshop: Gameplay Design Patterns Approaches

Description

Gameplay design patterns were introduced as a game design approach in the early 2000s[1][2][3] with a central publication being 'Patterns in Game Design' by Björk and HolopainenCite error: Closing </ref> missing for <ref> tag [4] [5] [3] [6] [2] [1]

</references>
  1. 1.0 1.1 Kreimeier, B., 2002. The case for game design patterns. Retrieved 8 November 2021 from https://www.gamedeveloper.com/design/the-case-for-game-design-patterns.
  2. 2.0 2.1 Holopainen, J. & Björk, S., 2003. Game design patterns. Lecture Notes for GDC 2003.
  3. 3.0 3.1 Björk, S., Lundgren, S., & Holopainen, J., 2003. Game Design Patterns. Ed. Copier, M. & Raessens, J. In Proceedings of Digital Games Research Conference.
  4. Björk, S. & Holopainen, J., 2004. Patterns in Game Design. Charles River Media.
  5. Björk, S. & Holopainen, J., 2006. Games and design patterns. Ed. Salen, K. & Zimmerman, E. In The Game Design Reader, MIT Press, pp.410-437.
  6. FDG Workshop on Design Patterns for Games series.