[go: up one dir, main page]
More Web Proxy on the site http://driver.im/ skip to main content
10.1145/1930488.1930493acmotherconferencesArticle/Chapter ViewAbstractPublication PagesmindtrekConference Proceedingsconference-collections
research-article

Exploring aesthetical gameplay design patterns: camaraderie in four games

Published: 06 October 2010 Publication History

Abstract

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.

References

[1]
Alexander, C. et al. 1977. A pattern language. Oxford University Press, New York (NY).
[2]
Bartle, R. 2006. Hearts, Clubs, Diamonds, Spades: Players Who Suit MUDs. In Salen, K. & Zimmerman, E. (eds.) The Game Design Reader: a Rules of Play Anthology, pp. 754--787. MIT Press, 2006.
[3]
Baljko, M. & Tenhaaf, N. 2008. The aesthetics of emergence: Co-constructed interactions. ACM Transactions on Computer-Human Interaction (TOCHI), Volume 15, Issue 3 (November 2008)
[4]
Björk, S. 2008. Games, Gamers, & Gaming -- Understanding Game Research. Paper presentation at MindTrek 2008, Tampere, Finland, 7--9 October 2008.
[5]
Björk, S., & Holopainen, J. 2005. Patterns in Game Design. Charles River Media, Hingham MA.
[6]
Boardgamegeek. www.boardgamegeek.com
[7]
Cacioppo, J. T. et al. 2005. Social Neuroscience: People Thinking about Thinking People 1 ed. The MIT Press, Dec.
[8]
Csikszentmihalyi, M. 1997. Creativity: Flow and the Psychology of Discovery and Invention. Harper Perennial, New York.
[9]
Dewey, J. 1934/2005. Art as experience, Perigee
[10]
Falstein, N. 2004. The 400 Project. Retrieved Jan 15, 2010, from http://www.theinspiracy.com/400_project.htm
[11]
Gamma, E. et al. 2001. Design Patterns -- Elements of Reusable Object-Oriented Software, Addison-Wesley, 1995.
[12]
Greenspan, P. S. 1995. Practical Guilt: Moral Dilemmas, Emotions, and Social Norms. Oxford University Press, USA.
[13]
Grodal, T. 2003. Stories for Eye, Ear, and Muscles: Video Games, Media, and Embodied experiences. In Wolf, M. J. P. & Perron, B. (eds.) The Video Game Theory Reader. Routledge, London.
[14]
Forsyth, D. R. 2009. Group Dynamics, 5 ed. Wadsworth Publishing.
[15]
Holopainen, J. 2008. Play, Games, and Fun. Extending Experiences, Fernandez A. et al. (eds). University of Lapland Press, 2008.
[16]
Hume, D. 1757. Of the Standard of Taste. A part of the collection "Four Dissertations"
[17]
Juul, J. 2005. Half-Real: Video Games between Real Rules and Fictional Worlds. MIT Press.
[18]
Juul, J. 2007. A Certain Level of Abstraction. In Baba, A (ed.) Situated Play: DiGRA 2007 Conference Proceedings, 510--515. Tokyo: DiGRA Japan, 2007.
[19]
Järvinen, A. 2008. Games without Frontiers. Ph.D. thesis, Department of Literature and the Arts, Tampere University
[20]
Kant, I. 1790/1892. The Critique of Judgement. (2nd ed. revised) (London: Macmillan, 1914)
[21]
Kort, J. et al. 2010. Evaluations of TA2 concepts, Deliverable D8.4, Integrated Project TA2, Together Anywhere, Together Anytime. Available from www.ta2-project.eu.
[22]
Kreimeier, B. 2002. The Case For Game Design Patterns. Available online at http://www.gamasutra.com/view/feature/4261/the_case_for_game_design_patterns.php (last retrieved 4 February 2010)
[23]
Kubovy, M. 1999. On Pleasures of the Mind. In Kahneman, D., Diener, E., & Schwarz, N. (eds.) Well-Being: The Foundations of Hedonic Psychology. Russell Sage Foundation, New York.
[24]
Landin, H. 2009. Anxiety and Trust and other expressions of interaction. Doctoral thesis, Chalmers University of Technology, Gothenburg, Sweden.
[25]
Latour, B. 2005. Reassembling the Social - An Introduction to Actor-Network-Theory. Oxford University Press, Oxford, 2005.
[26]
Lazzaro, N. 2004. Why We Play Games 4 Keys to More Emotion Without Story. Game Developers Conference 2004.
[27]
LeBlanc, M. 2006. Tools for Creating Dramatic Game Dynamics. In Salen, K. & Zimmerman, E. (eds.) The Game Design Reader: a Rules of Play Anthology, pp. 438--459, MIT Press.
[28]
Linderoth, J. & Bennerstedt, U. 2007. Living in World of Warcraft - The thoughts and experiences of ten young people. The Media Council, Stockholm.
[29]
Lindley, C. A. et al. 2007. What does it mean to understand gameplay? Ludic Engagement Designs for All (LEDA), 28--30 November 2007, Aalborg University Esbjerg, Denmark.
[30]
Lundgren, S. et al. 2009. Exploring Aesthetic Ideals of Gameplay. Paper at DiGRA 2009: Breaking New Ground: Innovation in Games, Play, Practice and Theory. London, UK.
[31]
Löwgren, J. 2007. Pliability as an experiential quality: Exploring the aesthetics of interaction design. Artifact 1(2):85--95.
[32]
Manovich, L. 2002. The Language of New Media, The MIT Press
[33]
Moore, G. E. 1903. Principia Ethica, Cambridge University Press, Cambridge.
[34]
Murray, J. 1997. Hamlet on the Holodeck: The Future of Narrative in Cyberspace. The Free Press, New York
[35]
Ocholla, B. 2007. Are Games Art? Gamasutra, www.gamasutra.com/features/20070316/ochalla_01.shtml, last accessed 4 February 2010.
[36]
Pennington, D. C. 2002. The Social Psychology of Behaviour in Small Groups, 1 ed. Routledge, May.
[37]
Petersen, M. G. et al (2004) Aesthetic interaction: a pragmatist's aesthetics of interactive systems. In proceedings of DIS. ACM Press, New York, pp. 269--276.
[38]
Shusterman, R. (2000) Pragmatist Aesthetics. Living Beauty, Rethinking Art. Rowman & Littlefield Publishers, Inc., 2nd edition
[39]
Smuts, A. 2005. Are Videogames Art? Contemporary Aesthetics, Volume 3, available at www.contempaesthetics.org/newvolume/pages/article.php?articleID=299, last accessed on 14 May 2008.
[40]
Sundin, B. 2003. Estetik och Pedagogik, Bokförlaget Mareld, Sweden.
[41]
Taylor, T. L. 2006. Does WoW Change Everything? How a PvP Server, Multinational Playerbase, and Surveillance Mod Scene Caused Me Pause. Games & Culture, vol. 1 no. 4.
[42]
Walther, B. K. 2007. Pervasive Game-Play: Theoretical Reflections and Classifications. In: Magerkurth, Carsten/Röcker, Carsten (ed.) Concepts and Technologies for Pervasive Games, A Reader for Pervasive Gaming Research. Vol. 1. Aachen 2007, p. 59--83.
[43]
Wolf, M. J. P. 2002. The Medium of the Video Game, University of Texas Press, 2002. ISBN: 029279150X.
[44]
Yee, N. 2006. The Demographics, Motivations and Derived Experiences of Users of Massively-Multiuser Online Graphical Environments. PRESENCE: Teleoperators and Virtual Environments, 15, 309--329.
[45]
Zagal, J. et al. 2005. Towards an Ontological Language for Game Analysis. Proceedings of DiGRA 2005, Vancouver B.C., June, 2005.

Cited By

View all
  • (2024)Factors affecting the aesthetic experiences in educational games: A qualitative investigationJournal of Economy and Technology10.1016/j.ject.2024.07.0022(200-207)Online publication date: Nov-2024
  • (2022)Assessing the Comprehensiveness of the Co-operative Performance Metric: A Mixed-Method Analysis Using Portal 2HCI in Games10.1007/978-3-031-05637-6_2(22-39)Online publication date: 26-Jun-2022
  • (2021)The CoCe Design SpaceProceedings of the 2021 ACM Designing Interactive Systems Conference10.1145/3461778.3462023(718-733)Online publication date: 28-Jun-2021
  • Show More Cited By

Recommendations

Comments

Please enable JavaScript to view thecomments powered by Disqus.

Information & Contributors

Information

Published In

cover image ACM Other conferences
MindTrek '10: Proceedings of the 14th International Academic MindTrek Conference: Envisioning Future Media Environments
October 2010
270 pages
ISBN:9781450300117
DOI:10.1145/1930488
Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

Sponsors

  • Tampere University of Technology
  • UTA: The University of Tampere
  • Tampere University of Applied Sciences

In-Cooperation

Publisher

Association for Computing Machinery

New York, NY, United States

Publication History

Published: 06 October 2010

Permissions

Request permissions for this article.

Check for updates

Author Tags

  1. aesthetics
  2. design patterns
  3. game design
  4. gameplay
  5. gameplay design patterns
  6. mechanics-dynamics-aesthetics

Qualifiers

  • Research-article

Funding Sources

Conference

MindTrek '10
Sponsor:
  • UTA
MindTrek '10: Academic MindTrek 2010
October 6 - 8, 2010
Tampere, Finland

Acceptance Rates

Overall Acceptance Rate 110 of 207 submissions, 53%

Contributors

Other Metrics

Bibliometrics & Citations

Bibliometrics

Article Metrics

  • Downloads (Last 12 months)36
  • Downloads (Last 6 weeks)11
Reflects downloads up to 11 Dec 2024

Other Metrics

Citations

Cited By

View all
  • (2024)Factors affecting the aesthetic experiences in educational games: A qualitative investigationJournal of Economy and Technology10.1016/j.ject.2024.07.0022(200-207)Online publication date: Nov-2024
  • (2022)Assessing the Comprehensiveness of the Co-operative Performance Metric: A Mixed-Method Analysis Using Portal 2HCI in Games10.1007/978-3-031-05637-6_2(22-39)Online publication date: 26-Jun-2022
  • (2021)The CoCe Design SpaceProceedings of the 2021 ACM Designing Interactive Systems Conference10.1145/3461778.3462023(718-733)Online publication date: 28-Jun-2021
  • (2020)Evaluating Co-located Games as a Mediator for Children’s Collaborative InteractionProceedings of the 11th Nordic Conference on Human-Computer Interaction: Shaping Experiences, Shaping Society10.1145/3419249.3420118(1-11)Online publication date: 25-Oct-2020
  • (2020)Robust Robot Tracking for Next-Generation Collaborative Robotics-Based Gaming EnvironmentsIEEE Transactions on Emerging Topics in Computing10.1109/TETC.2017.27697058:3(869-882)Online publication date: 1-Jul-2020
  • (2019)Using Gameplay Design Patterns to Support Children's Collaborative Interactions for LearningExtended Abstracts of the 2019 CHI Conference on Human Factors in Computing Systems10.1145/3290607.3312889(1-6)Online publication date: 2-May-2019
  • (2017)Cooperation and InterdependenceProceedings of the Annual Symposium on Computer-Human Interaction in Play10.1145/3116595.3116639(449-461)Online publication date: 15-Oct-2017
  • (2017)Striving for balanceJournal of Systems and Software10.1016/j.jss.2017.08.009134:C(54-75)Online publication date: 1-Dec-2017
  • (2016)Designing for social play in co-located mobile gamesProceedings of the Australasian Computer Science Week Multiconference10.1145/2843043.2843476(1-10)Online publication date: 1-Feb-2016
  • (2014)The Role of Visual Design in Game DesignGames and Culture10.1177/155541201455997710:3(291-305)Online publication date: 1-Dec-2014
  • Show More Cited By

View Options

Login options

View options

PDF

View or Download as a PDF file.

PDF

eReader

View online with eReader.

eReader

Media

Figures

Other

Tables

Share

Share

Share this Publication link

Share on social media