2014 6th International Conference on Games and Virtual Worlds for Serious Applications (VS-GAMES) 2014
DOI: 10.1109/vs-games.2014.7012153
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Design Pattern Canvas: Towards Co-Creation of Unified Serious Game Design Patterns

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Cited by 2 publications
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“…Their structure of the pattern can be seen as an evolution over the Formal Abstract Design Tools (FADT) suggested by Church and consists of 1) name, 2) concise description, often with notes in which game the pattern was identified, 3) consequences of applying the solution suggested by pattern, 4) how to use the pattern, and 5) relations to other patterns [107]. Moreover, it should be mentioned, that some researchers used the proposed pattern structure also as basis in formalising and expanding serious game design patterns, linking it with the "serious" part of the game [108,109,110,111]. Kelle, for example, introduced the concept of "game learning patterns" (GLP) as a methodology for the design of learning games by using game design patterns and matching these with corresponding learning functions [108] while Reuter et.…”
Section: What Are Game Design Patterns?mentioning
confidence: 99%
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“…Their structure of the pattern can be seen as an evolution over the Formal Abstract Design Tools (FADT) suggested by Church and consists of 1) name, 2) concise description, often with notes in which game the pattern was identified, 3) consequences of applying the solution suggested by pattern, 4) how to use the pattern, and 5) relations to other patterns [107]. Moreover, it should be mentioned, that some researchers used the proposed pattern structure also as basis in formalising and expanding serious game design patterns, linking it with the "serious" part of the game [108,109,110,111]. Kelle, for example, introduced the concept of "game learning patterns" (GLP) as a methodology for the design of learning games by using game design patterns and matching these with corresponding learning functions [108] while Reuter et.…”
Section: What Are Game Design Patterns?mentioning
confidence: 99%
“…5) is such proposal towards unifying serious games design patterns with strong grounding in research. DPC is a visual chart with elements describing a pattern's purpose, mechanics, audience, consequences, collected data, related research, and ethical considerations [111]. The chart can be looked at from the center, where the left side is aimed at design questions ("serious" part) and the right side is dedicated to interaction design ("game" part).…”
Section: Why Use Patterns For Serious Games Design?mentioning
confidence: 99%