Patterns - The key to game amusement studies

K. Jantke, O. Arnold
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引用次数: 3

Abstract

Studies of digital games bridge the gap from game design and technology to the impact of play, thus, being highly interdisciplinary by nature. The scientific discourse is difficult. Pattern is a key term used with largely varying semantics in mind and, even worse, sometimes without any precise meaning. Patterns are general and somehow abstract phenomena that do not show directly, but occur implicitly by means of their instances. Within knowledge processing in studies of game play and its impact, it is decisive to observe instances and to deduce patterns. By its very nature, this is learning from incomplete information. To avoid speculative guesses, studies of learning necessarily need to be based on precise concepts of what to learn and how to learn. The present paper investigates lucid concepts of patterns and their instances, addresses the crucial problem of learning patterns, and illustrates the deployment of a sound theory in practical studies.
模式——游戏娱乐研究的关键
数字游戏研究弥合了从游戏设计和技术到游戏影响的差距,因此本质上是高度跨学科的。科学的论述是困难的。模式是一个使用的关键术语,其语义变化很大,更糟糕的是,有时没有任何精确的含义。模式是一般的和某种程度上抽象的现象,不直接显示,而是通过它们的实例隐含地发生。在研究游戏玩法及其影响的知识处理过程中,观察实例并推断模式至关重要。就其本质而言,这是从不完整的信息中学习。为了避免猜测,学习研究必须建立在学习什么和如何学习的精确概念的基础上。本文探讨了模式及其实例的清晰概念,解决了学习模式的关键问题,并说明了在实际研究中合理的理论部署。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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