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Patterns and computer game design innovation

Published: 03 December 2007 Publication History

Abstract

How can we help people design well-formed and innovative games? The design Patterns of Christopher Alexander is one methodology that has been proposed to assist in the design of well-formed artifacts. However, most work on gamedesign Patterns to date has opted either for "best practice" style Patterns - or for an alternative model of Patterns to support game innovation. This paper describes initial work to develop materials to help developers identify and formulate "best practice" game design Patterns - and to use the resulting Patterns as part of creating innovative games.

References

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E. Adams and A. Rollings. Fundamentals of Game Design. Prentice Hall, 2006.
[2]
C. Alexander. The Timeless Way of Building. Oxford University Press, 1987.
[3]
C. Alexander, S. Ishikawa, M. Silverstein, M. Jacobson, I. Fiksdahl-King, and S. Angel. A Pattern Language: Towns, Buildings, Construction. Oxford University Press, 1977.
[4]
S. Bjork and J. Holopainen. Patterns in Game Design. Charles River Media, 2004.
[5]
J. Borchers. A Pattern Approach to Interaction Design. Wiley, 2001.
[6]
W. Cunningham and K. Beck. Using pattern languages for object-oriented programs. In Proceedings of OOPSLA'87, Orlando, Florida, 1987.
[7]
E. Gamma, R. Helm, R. Johnson, and J. Vlissides. Design Patterns: Elements of Reusable Object-Oriented Software. Addison-Wesley, 1995.
[8]
B. Kreimeier. The case for game design patterns. Gamasutra, March 2002.
[9]
G. Meszaros and J. Doble. A pattern language for pattern writing. In R. C. Martin, D. Riehle, and F. Buschmann, editors, Pattern Languages of Program Design 3, pages 529--574. Addison-Wesley Professional, 1997.
[10]
K. Salen and E. Zimmerman. The Game Design Reader: A Rules of Play Anthology. The MIT Press, 2005.
[11]
J. Tidwell. Designing Interfaces: Patterns for Effective Interaction Design. O'Reilly Media, Inc., 2005.

Cited By

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  • (2012)The effect of closely-coupled interaction on player experience in casual gamesProceedings of the 11th international conference on Entertainment Computing10.1007/978-3-642-33542-6_21(243-255)Online publication date: 26-Sep-2012
  • (2010)User experience (UX) patterns for audio-visual networked applicationsProceedings of the 6th Nordic Conference on Human-Computer Interaction: Extending Boundaries10.1145/1868914.1868955(343-352)Online publication date: 16-Oct-2010
  • (2009)IlluminatiProceedings of the Sixth Australasian Conference on Interactive Entertainment10.1145/1746050.1746060(1-8)Online publication date: 17-Dec-2009

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Published In

cover image ACM Conferences
IE '07: Proceedings of the 4th Australasian conference on Interactive entertainment
December 2007
174 pages
ISBN:9781921166877

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RMIT University

Melbourne, Australia

Publication History

Published: 03 December 2007

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Author Tags

  1. computer games
  2. design education
  3. design methodologies
  4. design patterns
  5. game design
  6. game innovation

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  • Research-article

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IE07: Australian Conference on Interactive Entertainment
December 3 - 5, 2007
Melbourne, Australia

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Overall Acceptance Rate 64 of 148 submissions, 43%

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Cited By

View all
  • (2012)The effect of closely-coupled interaction on player experience in casual gamesProceedings of the 11th international conference on Entertainment Computing10.1007/978-3-642-33542-6_21(243-255)Online publication date: 26-Sep-2012
  • (2010)User experience (UX) patterns for audio-visual networked applicationsProceedings of the 6th Nordic Conference on Human-Computer Interaction: Extending Boundaries10.1145/1868914.1868955(343-352)Online publication date: 16-Oct-2010
  • (2009)IlluminatiProceedings of the Sixth Australasian Conference on Interactive Entertainment10.1145/1746050.1746060(1-8)Online publication date: 17-Dec-2009

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