Patterns In Game Design
By Staffan Björk, J. Holopainen. 2004
742 citations recorded by the source corpus.
View Paper: https://www.semanticscholar.org/paper/b740a0b163fa51092982f111b1c8ca0267c23501
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Citations in the corpus
- Dark patterns in the design of games (2013, background): “This idea was broadened by Björk and Holopainen, who developed a collection of nearly 300 gameplay patterns [10].”
- Gamification Science, Its History and Future: Definitions and a Research Agenda (2018, background): “The second level, game design patterns and mechanics , consists of common parts of a game that reoccur such as time constraints, turns, or limited resources (Björk & Holopainen, 2005; Taylor, 2009).”
- Serious games for higher education: a framework for reducing design complexity (2008, background): “The domain of game design is considered semi-formalized, fuzzy and incoherent (Björk & Holopainen 2005) and it eclectically combines various approaches that cannot be fully covered by prescriptive or even descriptive theories.”
- The Lens of Intrinsic Skill Atoms: A Method for Gameful Design (2015, background): “Many game design patterns (like “zone of influence”) not only draw on further game design patterns (Björk & Holopainen, 2005) but they also only make sense within the context of a game.”
- Virtual Technologies Trends in Education (2017, background): “…way, VR simulates the physical presence of the user in a virtual environment, which is categorized as sensory-motoric, cognitive, and emotional (Björk & Holopainen, 2004), but VR also creates an immersive 3D spatial experience when the user perceives that belongs to a virtual world (e.g. a…”
- From game design elements to gamefulness: defining "gamification" (2011, background): “…of game design to existing games as something other than game design becomes hard to uphold: Firstly, even in formalist game literature, meta-games are also understood as full-fledged games, “based on the effects and outcomes of other games” ([7], p. 401), not simply game design elements .”
- Gamification in theory and action: A survey (2015, background): “The notion of game design patterns ( Björk and Holopainen , 2005 ) provides a foundation upon which gamification practice could be , and may already informally being , built .”
- Pattern Languages in HCI: A Critical Review (2006, background): “, 2002), and many of the patterns offered by Tidwell (1998, 1999a), van Welie (2002–2005) and Brighton Usability Group (2003) are clearly based on observations of common design solutions.”