FUBAR Enjoyment: Difference between revisions

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This pattern is a still a stub.
This pattern is a still a stub.
[[FUBAR Enjoyment|FUBAR<ref name="fubar"/> Enjoyment]]
[[FUBAR Enjoyment]]


=== Examples ===
=== Examples ===
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== Relations ==
== Relations ==
[[Tension]]
[[Mutual FUBAR Enjoyment]]
[[Spectacular FUBAR Enjoyment]]
[[Attention Swapping]]
[[Cognitive Engrossment]]
[[Disruption of Focused Attention]]
[[Real-Time Games]]
[[Gameplay Mastery]]
[[Hovering Closures]]
[[Limited Foresight]]
[[Limited Planning Ability]]
[[Complex Gameplay]]
[[Survive]]
[[The Show Must Go On]]
[[Attention Demanding]]
[[Simultaneous Challenges]]
[[Ever Increasing Difficulty]]


=== Can Instantiate ===
=== Can Instantiate ===
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=== Potentially Conflicting With ===
=== Potentially Conflicting With ===
-
-
== References ==
[[Tension]]
[[Mutual FUBAR Enjoyment]]
[[Spectacular FUBAR Enjoyment]]
[[Attention Swapping]]
[[Cognitive Engrossment]]
[[Disruption of Focused Attention]]
[[Real-Time Games]]
[[Gameplay Mastery]]
[[Hovering Closures]]
[[Limited Foresight]]
[[Limited Planning Ability]]
[[Complex Gameplay]]
[[Survive]]
[[The Show Must Go On]]
[[Attention Demanding]]
[[Simultaneous Challenges]]
[[Ever Increasing Difficulty]]


== History ==
== History ==
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<references>
<references>
<ref name="Bergstrom">Bergström, K., Björk, S. & Lundgren, S. 2010. Exploring aesthetical gameplay design patterns: camaraderie in four games. In Proceedings of MindTrek 2010.</ref>
<ref name="Bergstrom">Bergström, K., Björk, S. & Lundgren, S. 2010. Exploring aesthetical gameplay design patterns: camaraderie in four games. In Proceedings of MindTrek 2010.</ref>
<ref nmae="fubar">US miliary slang: F***ed up Beyond Recognition.</ref>
</references>
</references>


== Acknowledgments ==
== Acknowledgments ==
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-

Revision as of 07:58, 1 September 2014

The enjoyment experienced when things are not going your way, but you are still in the fight; a specific type of Tension

This pattern is a still a stub.

FUBAR<ref name="fubar"/> Enjoyment FUBAR Enjoyment

Examples

Anti-Examples

optional

Using the pattern

Diegetic Aspects

Interface Aspects

Narration Aspects

Consequences

Relations

Tension Mutual FUBAR Enjoyment Spectacular FUBAR Enjoyment Attention Swapping Cognitive Engrossment Disruption of Focused Attention Real-Time Games Gameplay Mastery Hovering Closures Limited Foresight Limited Planning Ability Complex Gameplay Survive The Show Must Go On Attention Demanding Simultaneous Challenges Ever Increasing Difficulty

Can Instantiate

-

with ...

Can Modulate

-

Can Be Instantiated By

-

Can Be Modulated By

-

Possible Closure Effects

-

Potentially Conflicting With

-

History

Updated version of the pattern "Spectacular Failure Enjoyment" first described in the paper Exploring aesthetical gameplay design patterns: camaraderie in four games<ref name="Bergstrom"/>.

References

<references> <ref name="Bergstrom">Bergström, K., Björk, S. & Lundgren, S. 2010. Exploring aesthetical gameplay design patterns: camaraderie in four games. In Proceedings of MindTrek 2010.</ref> <ref nmae="fubar">US miliary slang: F***ed up Beyond Recognition.</ref> </references>

Acknowledgments

-