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Design patterns of focused attention

Published: 29 May 2012 Publication History

Abstract

This paper explores game design patterns specific to the visual presentation of game elements. Informed by the similarity theory of visual perception coupled with designers' tacit knowledge, we establish an empirical basis to investigate visual balance, specifically in terms of maintaining, disrupting, and swapping the focus of attention. Since visual balance is a concept that is intertwined with difficulty and depends on users' expertise, we also explore the differences in novice vs. expert designs by collecting design configurations from designers, thus uncovering designers' tacit knowledge in regards to expertise. This is accomplished through the creation of a toolset to explore game elements in a railed shooter game comprised of targets, non-targets, and visual feedback with variables of size, speed, and density. Eight expert game designers encoded settings where the theory is evaluated. As a result of this investigation, we identify patters of similarity, noise, and ramps.

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  • (2018)Design Patterns for Voice Interaction in GamesProceedings of the 2018 Annual Symposium on Computer-Human Interaction in Play10.1145/3242671.3242712(5-17)Online publication date: 23-Oct-2018

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cover image ACM Conferences
DPG '12: Proceedings of the First Workshop on Design Patterns in Games
May 2012
47 pages
ISBN:9781450318549
DOI:10.1145/2427116
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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Publication History

Published: 29 May 2012

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Author Tags

  1. game design
  2. game design pattern
  3. perception
  4. visual attention
  5. visual design

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DPG '12
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DPG '12: Workshop on Design Patterns in Games
May 29, 2012
North Carolina, Raleigh, USA

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View all
  • (2018)Design Patterns for Voice Interaction in GamesProceedings of the 2018 Annual Symposium on Computer-Human Interaction in Play10.1145/3242671.3242712(5-17)Online publication date: 23-Oct-2018

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