The Art of Computer Game Design
The Art of Computer Game Design
What Video Games Have to Teach Us About Learning and Literacy
What Video Games Have to Teach Us About Learning and Literacy
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
Designing Virtual Worlds
Rules of Play: Game Design Fundamentals
Rules of Play: Game Design Fundamentals
Games, gamers, and gaming: understanding game research
Proceedings of the 12th international conference on Entertainment and media in the ubiquitous era
Proceedings of the 5th Nordic conference on Human-computer interaction: building bridges
Exploring aesthetical gameplay design patterns: camaraderie in four games
Proceedings of the 14th International Academic MindTrek Conference: Envisioning Future Media Environments
Emergence and playfulness in social games
Proceedings of the 14th International Academic MindTrek Conference: Envisioning Future Media Environments
Social Network Games: Players' Perspectives
Simulation and Gaming
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Games can support many types of activities. This paper explores one of these, pottering, the placid but yet focused activity of arranging and rearranging things, taking care of them, "sorting them out". Five games which support pottering are analyzed using gameplay design patterns to show how game mechanics can give rise to the activity. As a result, six patterns especially linked to pottering are presented in greater detail. Moreover, the idea of viewing games as artifacts that can support several, sometimes overlapping, activities, is being explored and discussed.