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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.

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Cited By

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  • (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
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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]

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

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Association for Computing Machinery

New York, NY, United States

Publication History

Published: 06 October 2010

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Author Tags

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

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  • Research-article

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

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Overall Acceptance Rate 110 of 207 submissions, 53%

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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
  • (2012)Design patterns of focused attentionProceedings of the First Workshop on Design Patterns in Games10.1145/2427116.2427121(1-8)Online publication date: 29-May-2012
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