Design patterns: elements of reusable object-oriented software
Design patterns: elements of reusable object-oriented software
The Medium of the Video Game
Hamlet on the Holodeck: The Future of Narrative in Cyberspace
Hamlet on the Holodeck: The Future of Narrative in Cyberspace
Aesthetic interaction: a pragmatist's aesthetics of interactive systems
DIS '04 Proceedings of the 5th conference on Designing interactive systems: processes, practices, methods, and techniques
Half-Real: Video Games between Real Rules and Fictional Worlds
Half-Real: Video Games between Real Rules and Fictional Worlds
Presence: Teleoperators and Virtual Environments - Special issue: Virtual heritage
The aesthetics of emergence: Co-constructed interactions
ACM Transactions on Computer-Human Interaction (TOCHI)
Theory lenses: deriving gameplay design patterns from theories
Proceedings of the 15th International Academic MindTrek Conference: Envisioning Future Media Environments
Neither playing nor gaming: pottering in games
Proceedings of the International Conference on the Foundations of Digital Games
Design patterns of focused attention
Proceedings of the First Workshop on Design Patterns in Games
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This paper explores how a vocabulary supporting design-related discussions of gameplay preferences can be developed. Using the preference of experiencing camaraderie as an example, we have analyzed four games: the board games Space Alert and Battlestar Galactica, the massively multiplayer online game World of Warcraft, and the cooperative FPS series Left for Dead. Through a combination of the MDA model on how game mechanics give rise to game aesthetics via game dynamics, and the concept of aesthetic ideals in gameplay, we present gameplay design patterns related to achieving camaraderie. We argue that some of these patterns can be seen as aesthetic gameplay design patterns in that they are closely related to aesthetic ideals. Further, as a consequence, gameplay design pattern collections which include patterns related to all levels of the MDA model can be used as design tools when aiming for certain gameplay aesthetics.