Critical Gameplay Design: Difference between revisions
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'' | ''Game designs where the gameplay is intended to cause critical reflection.'' | ||
Not the context | |||
This pattern is a still a stub. | This pattern is a still a stub. | ||
The online exhibition [[http://www.criticalgameplay.com/thegames.html Critical Gameplay]] hosts several games that highlights features of games often overlooked by designing counter-examples. While the pattern described here is broader in context, the examples show how gameplay can be designed to stimulate critical reflection. | |||
=== Examples === | === Examples === | ||
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[[Power Explorer]] | [[Power Explorer]] | ||
[[Train]] | |||
== Using the pattern == | == Using the pattern == | ||
Revision as of 11:55, 30 August 2012
Game designs where the gameplay is intended to cause critical reflection.
Not the context
This pattern is a still a stub.
The online exhibition [Critical Gameplay] hosts several games that highlights features of games often overlooked by designing counter-examples. While the pattern described here is broader in context, the examples show how gameplay can be designed to stimulate critical reflection.
Examples
Using the pattern
Diegetic Aspects
Interface Aspects
Narrative Aspects
Consequences
Relations
Can Instantiate
with ...
Can Modulate
Can Be Instantiated By
Can Be Modulated By
Possible Closure Effects
Potentially Conflicting With
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.
References
-