DocumentCode
256816
Title
Patterns - The key to game amusement studies
Author
Jantke, K.P. ; Arnold, O.
Author_Institution
Fraunhofer Inst. for Digital Media Technol., Erfurt, Germany
fYear
2014
fDate
7-10 Oct. 2014
Firstpage
478
Lastpage
482
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.
Keywords
computer games; digital games; game amusement studies; pattern learning; Animals; Conferences; Educational institutions; Environmental factors; Games; Robots; game state; instance; learning; pattern; play state;
fLanguage
English
Publisher
ieee
Conference_Titel
Consumer Electronics (GCCE), 2014 IEEE 3rd Global Conference on
Conference_Location
Tokyo
Type
conf
DOI
10.1109/GCCE.2014.7031152
Filename
7031152
Link To Document