Gamer Mode: Difference between revisions
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This pattern is a still a stub. | This pattern is a still a stub. | ||
Note:''the concept [[Gamer Mode]] was first identified by Anders Frank in 2012<ref name="Frank2012"/> and discussed in more detail in his PhD thesis<ref name="Frank2014"/>. | |||
=== Examples === | === Examples === | ||
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== Using the pattern == | == Using the pattern == | ||
=== Can Be Instantiated By === | |||
[[Narrative Engrossment]], | |||
[[Value of Effort]] | |||
=== Diegetic Aspects === | === Diegetic Aspects === | ||
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== Relations == | == Relations == | ||
=== Can Instantiate === | === Can Instantiate === | ||
- | - | ||
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=== Can Be Instantiated By === | === Can Be Instantiated By === | ||
[[Narrative Engrossment]], | |||
[[Value of Effort]] | |||
=== Can Be Modulated By === | === Can Be Modulated By === | ||
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== History == | == History == | ||
New pattern created in this wiki. | New pattern created in this wiki. It is based on Anders Frank's concept with the same name, introduced in 2012<ref name="Frank2012"/> and discussed more thoroughly in his PhD thesis<ref name="Frank2014"/>. | ||
== References == | == References == | ||
- | <references> | ||
<ref name="Frank2012">Frank, Anders. 2012. [http://sag.sagepub.com/content/early/2011/07/28/1046878111408796 Gaming the Game: A Study of the Gamer Mode in Educational Wargaming]. </ref> | |||
<ref name="Frank2014">Frank, Anders. 2014. [http://kth.diva-portal.org/smash/get/diva2:768474/FULLTEXT01.pdf Gamer mode - Identifying and managing unwanted behaviour in military educational wargaming].</ref> | |||
</references> | |||
== Acknowledgements == | == Acknowledgements == | ||
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Latest revision as of 06:57, 8 April 2022
The one-sentence "definition" that should be in italics.
This pattern is a still a stub.
Note:the concept Gamer Mode was first identified by Anders Frank in 2012<ref name="Frank2012"/> and discussed in more detail in his PhD thesis<ref name="Frank2014"/>.
Examples
Anti-Examples
optional
Using the pattern
Can Be Instantiated By
Narrative Engrossment, Value of Effort
Diegetic Aspects
Interface Aspects
Narration Aspects
Consequences
Relations
Can Instantiate
-
with ...
Can Modulate
-
Can Be Instantiated By
Narrative Engrossment, Value of Effort
Can Be Modulated By
-
Possible Closure Effects
-
Potentially Conflicting With
-
History
New pattern created in this wiki. It is based on Anders Frank's concept with the same name, introduced in 2012<ref name="Frank2012"/> and discussed more thoroughly in his PhD thesis<ref name="Frank2014"/>.
References
<references> <ref name="Frank2012">Frank, Anders. 2012. Gaming the Game: A Study of the Gamer Mode in Educational Wargaming. </ref> <ref name="Frank2014">Frank, Anders. 2014. Gamer mode - Identifying and managing unwanted behaviour in military educational wargaming.</ref> </references>
Acknowledgements
-