Difference between revisions of "Mimetic Interfaces"

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[[Category:Interface Patterns]]
 
[[Category:Patterns]]
 
[[Category:Patterns]]
 
[[Category:Needs work]]
 
[[Category:Needs work]]
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[[Category:To be Published]]
 
[[Category:To be Published]]
 
[[Category:Staffan's current workpage]]
 
[[Category:Staffan's current workpage]]
''The one-sentence "definition" that should be in italics.''
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''Gameplay where sensors measures how well a player performs actions in the game.''
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The ability of computer systems to measure
  
 
This pattern is a still a stub.
 
This pattern is a still a stub.
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=== Examples ===
 
=== Examples ===
[[Rock Band series]],  
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Already the Magnavox Odyssey, first game console, provided a [[Mimetic Interfaces|Mimetic Interface]] through the [[Shooting Gallery]] which allows players to aim a gun replica at bright areas on the display. [[Wii Sports]] is a game where the [[Mimetic Interfaces|Mimetic Interface]] allows players to approximate playing various sports while the [[Just Dance series]] allow players to try and dance according to certain goals. [[Donkey Konga]], the [[Guitar Hero series]] and the [[Rock Band series]] in contrast use various peripherals to let players "play" music by hitting the right buttons or areas of the peripherals. The [[SingStar series]] uses input from a microphone to judge how well players can match the tones that they should sing.
[[Guitar Hero series]],
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==== Anti-Examples ====
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optional
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== Using the pattern ==
 
== Using the pattern ==
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[[Physical Enactment]] together with [[Mediated Gameplay]]
 
[[Physical Enactment]] together with [[Mediated Gameplay]]
 
=== Diegetic Aspects ===
 
  
 
=== Interface Aspects ===
 
=== Interface Aspects ===
 
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[[Mimetic Interfaces]] is an [[Category:Interface Patterns|Interface Pattern]].
=== Narrative Aspects ===
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== Consequences ==
 
== Consequences ==

Revision as of 13:13, 27 July 2014

Gameplay where sensors measures how well a player performs actions in the game.

The ability of computer systems to measure

This pattern is a still a stub.

Mimetic Interfaces are discussed in the book A Casual Revolution[1].

Examples

Already the Magnavox Odyssey, first game console, provided a Mimetic Interface through the Shooting Gallery which allows players to aim a gun replica at bright areas on the display. Wii Sports is a game where the Mimetic Interface allows players to approximate playing various sports while the Just Dance series allow players to try and dance according to certain goals. Donkey Konga, the Guitar Hero series and the Rock Band series in contrast use various peripherals to let players "play" music by hitting the right buttons or areas of the peripherals. The SingStar series uses input from a microphone to judge how well players can match the tones that they should sing.

Using the pattern

Can Be Instantiated By

Dexterity-Based Actions,

Physical Enactment together with Mediated Gameplay

Interface Aspects

Mimetic Interfaces is an.

Consequences

Can Instantiate

Enactment, Player Physical Prowess

Can Modulate

Minigames, Rhythm-Based Actions

Potentially Conflicting With

AI Players, Real Life Activities Affect Game State, Minimalized Social Weight

Relations

Can Instantiate

Enactment, Player Physical Prowess

with ...

Can Modulate

Minigames, Rhythm-Based Actions

Can Be Instantiated By

Dexterity-Based Actions,

Physical Enactment together with Mediated Gameplay

Can Be Modulated By

-

Possible Closure Effects

-

Potentially Conflicting With

AI Players, Real Life Activities Affect Game State, Minimalized Social Weight

History

New pattern created in this wiki.

References

  1. Juul, J. A Casual Revolution. MIT Press. See also the author's webpage for the book.

Acknowledgements

-