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Abstract
This paper presents a formal model for gameplay based upon the affordances available to the player that are linked to game objects. It has been constructed via an extensive analysis of major first-person games 1998-2008, although it is argued it may extend to all diegetic games. Gameplay can be understood as a network of allowed actions, that can be summarised as a small number of archetypal affordances mediated by a set of parameters that define their functional relationships. As well as the capacity for the model to elucidate the ludic structures of games, it is argued that an affordance based model also provides a means to understand the relationship and role of story and content
within a ludological context.
Original language | English |
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Publication status | Published - 2009 |
Event | DiGRA 2009: Breaking New Ground: Innovation in Games, Play, Practice and Theory - Brunel University, London, United Kingdom Duration: 1 Sept 2009 → 4 Sept 2009 |
Conference
Conference | DiGRA 2009 |
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Country/Territory | United Kingdom |
City | London |
Period | 1/09/09 → 4/09/09 |
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Dive into the research topics of 'An affordance based model for gameplay'. Together they form a unique fingerprint.Activities
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University of Portsmouth (Organisational unit)
Peter Howell (Chair), Neil Dansey (Member), Gavin Wade (Member), Ted Turnbull (Member), Mark Eyles (Member), Daniel Mcguire Pinchbeck (Member), Matthew Higgins (Member), Ted Turnbull (Member), Anna Limpens (Member), Mohammed Jahangir Uddin (Member) & Leila De Lara (Member)
2006 → …Activity: Membership types › Membership of network or group