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Showing papers by "Staffan Björk published in 2004"


Book
21 Dec 2004
TL;DR: An Activity-Based Framework for Describing Games and Game Design Patterns for Meta Games, Replayability, and Learning Curves is presented.
Abstract: PART I BACKGROUND 1 Introduction 2 An Activity-Based Framework for Describing Games 3 Game Design Patterns PART II THE PATTERN 4 Using Design Patterns 5 Game Design Patterns for Game Elements 6 Game Design Patterns for Resource and Resource Management 7 Game Design Patterns for Information, Communication, and Presentation 8 Actions and Events Patterns 9 Game Design Patterns for Narrative Structures, Predictability, and Immersion Patterns 10 Game Design Patterns for Social Interaction 11 Game Design Patterns for Goals 12 Game Design Patterns for Goal Structures 13 Game Design Patterns for Game Sessions 14 Game Design Patterns for Game Mastery and Balancing 15 Game Design Patterns for Meta Games, Replayability, and Learning Curves

654 citations


Book
01 Dec 2004
TL;DR: Game design patterns are used to illustrate the varying types of gameplay found in games, and designers learn about the choices they have to make when using a pattern in their own designs, so that they can design better games.
Abstract: Patterns in Game Design provides professional and aspiring game designers with a collection of practical design choices that are possible in all types of games. These choices, called patterns, are used to illustrate the varying types of gameplay found in games. For the purposes of this book, gameplay is defined as the structures of player interaction with the game system and CiteULike is a free online bibliography manager. Register and you can start organising your references online. interaction with other players. This includes the possibilities, results, and reasons for players to play. By putting these elements of gameplay into practical patterns, designers have access to a common set of concepts that can be used by all developers, allowing game projects to be approached with more standard tools. These patterns help designers put their concepts and ideas into words, which makes communication between members much easier. The patterns also help with making design choices, understanding how other games work, and inspiring game ideas. The book itself is divided into two main parts. The first part covers the theoretical aspects of describing games and defining the template used to develop the game design patterns. The second part includes the actual patterns divided into chapters based on the aspect of gameplay they cover. The patterns can be used in any order and referenced as you would a dictionary. By studying these various game design patterns, designers learn about the choices they?ll have to make when using a pattern in their own designs, and they?ll gain an understanding of what gameplay is, so that they can design better games. Geschichte_studieren's tags for this article

119 citations


Proceedings Article
01 Jan 2004
TL;DR: This paper discusses the design options for enhanced reality live role-playing and the role of technology in liverole-playing games.
Abstract: Live role-playing is a form of improvisational theatre played for the experience of the performers and without an audience. These games form a challenging application domain for ubiquitous technology. We discuss the design options for enhanced reality live role-playing and the role of technology in live role-playing games.

18 citations