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Exploring Aesthetic Ideals of Gameplay

Sus Lundgren (Institutionen för data- och informationsteknik, Interaktionsdesign (Chalmers)) ; Karl J Bergström ; Staffan Björk
4th Digital Games Research Association International Conference: Breaking New Ground: Innovation in Games, Play, Practice and Theory, DiGRA 2009; London; United Kingdom; 1 September 2009 through 4 September 2009 p. 8. (2009)
[Konferensbidrag, refereegranskat]

This paper describes a theoretical exploration of aesthetics ideals of gameplay. Starting from observations about the game artifact, several gameplay properties that can affect the aesthetical experience are identified, e.g. tempting challenges, cohesion, and gamer interaction. These properties are then used to describe several aesthetical ideals of gameplay, e.g. emergence, reenactment, meditative, and camaraderie. The properties and ideals provide concepts for how games attribute aesthetical value to gameplay design and how they distinguish their own preferences from inherent qualities of a game artifact.

Nyckelord: gameplay, aesthetics, game design

Denna post skapades 2009-12-11. Senast ändrad 2016-06-03.
CPL Pubid: 103313


Institutioner (Chalmers)

Institutionen för data- och informationsteknik, Interaktionsdesign (Chalmers) (2008-2010)
Institutionen för tillämpad informationsteknologi (GU) (GU)
Institutionen för data- och informationsteknik, Interaktionsdesign (GU) (2008-2010)



Chalmers infrastruktur