FUBAR Enjoyment: Difference between revisions

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== Relations ==
== Relations ==
[[Attention Swapping]]
[[Cognitive Engrossment]]
[[Disruption of Focused Attention]]
[[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 ===
[[Cognitive Engrossment]],
[[Gameplay Mastery]],
[[Spectacular Failure Enjoyment]],  
[[Spectacular Failure Enjoyment]],  
[[Tension]]
[[Tension]]
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=== Can Be Instantiated By ===
=== Can Be Instantiated By ===
[[Attention Demanding]],
[[Attention Swapping]],
[[Challenging Gameplay]],  
[[Challenging Gameplay]],  
[[Real-Time Games]]
[[Complex Gameplay]],
[[Ever Increasing Difficulty]],
 
[[Disruption of Focused Attention]],
[[Hovering Closures]],
[[Limited Foresight]],
[[Limited Planning Ability]],
[[Real-Time Games]],
[[Simultaneous Challenges]],
[[Survive]],
[[The Show Must Go On]]


=== Can Be Modulated By ===
=== Can Be Modulated By ===

Revision as of 09:27, 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

Can Instantiate

Cognitive Engrossment, Gameplay Mastery, Spectacular Failure Enjoyment, Tension

Mutual FUBAR Enjoyment

Can Modulate

-

Can Be Instantiated By

Attention Demanding, Attention Swapping, Challenging Gameplay, Complex Gameplay, Ever Increasing Difficulty,

Disruption of Focused Attention, Hovering Closures, Limited Foresight, Limited Planning Ability, Real-Time Games, Simultaneous Challenges, Survive, The Show Must Go On

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 name="fubar">US miliary slang: F***ed up Beyond Recognition.</ref> </references>

Acknowledgments

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