Abstract
This paper is concerned with three elemental game progress patterns. It is found that each of the three games in 2010 FIFA World Cup, Group E is a combination of the elemental progress patterns. It is confirmed that the analysed Soccer and Chess games are a combination of the elemental game progress patterns. It is suggested that this finding is universal for all games. Time history of information of game outcome obtained by data analyses and existing models suggests that for neutral observers a “balanced game” is frustrating, a “one-sided game” is boring, and a “seesaw game” is exciting.
Access this chapter
Tax calculation will be finalised at checkout
Purchases are for personal use only
Preview
Unable to display preview. Download preview PDF.
References
Björk, S., Holopainen, J.: Patterns in game design. Charles River Media, Hingham (2005)
David-Tabibi, O., Koppe, M., Netanyahu, N.: Genetic algorithms for mentor-assisted evaluation function optimization. In: GECCO 2008 (2008)
Fullerton, T., Swain, C., Hoffman, S.: Game Design Workshop: Designing, Prototyping, and Play-testing Games. CMP Books, San Francisco (2004)
Iida, H., Nakagawa, T., Spoerer, K.: A novel game information dynamic model based on fluid mechanics: case study using base ball data in world series 2010. In: Proc. of the 2nd International Multi-Conference on Complexity Informatics and Cybernetics, pp. 134–139 (2011a)
Iida, H., Nakagawa, T., Spoerer, K.: Game information dynamic models based on fluid mechanics. Entertainment and Computing (2011b) (to appear)
Iida, H., Takehara, K., Nagashima, J., Kajihara, Y., Hashimoto, T.: An application of game refinement theory to Moh-Jong. In: International Conference on Entertainment Computing, pp. 333–338 (2004)
Kelle, S., Börner, D., Kalz, M., Specht, M.: Ambient Displays and Game Design Patterns. In: Wolpers, M., Kirschner, P.A., Scheffel, M., Lindstaedt, S., Dimitrova, V. (eds.) EC-TEL 2010. LNCS, vol. 6383, pp. 512–517. Springer, Heidelberg (2010)
Lindley, C., Sennersten, C.: Game play schemes: from player analysis to adaptive game mechanics. International Journal of Computer Games Technology, 7 pages, Article ID216784 (2008)
Lindley, C., Sennersten, C.: A cognitive framework for the analysis of game play: tasks, schemas and attention theory. In: Proc. of the 28th Annual Conference of the Cognitive Science Society, Vancouver, Canada, July 26-29, 13 pages (2006)
Lundgren, S., Björk, S.: Describing computer-augmented games in terms of interaction. Paper Presented at Technologies for Interactive Digital Storytelling and Entertainment, Darmstadt, Germany (2003)
Salen, K., Zimmerman, E.: Rules of Play: Game Design Fundamentals. MIT Press, Cambridge (2003)
Zagal, J., Mateas, M., Fernandez-Vara, C., Hochhalter, B., Lichi, N.: Towards an ontological language for game analysis. In: de Castell, S., Jenson, J. (eds.) Changing Views: Worlds in Play: Selected Paper of DIGRA 2005, pp. 3–14. Digital Games Research Association, Vancouver (2005)
Author information
Authors and Affiliations
Editor information
Editors and Affiliations
Rights and permissions
Copyright information
© 2012 Springer-Verlag Berlin Heidelberg
About this paper
Cite this paper
Iida, H., Nakagawa, T., Spoerer, K., Sone, S. (2012). Three Elemental Game Progress Patterns. In: Zhang, Y., Zhou, ZH., Zhang, C., Li, Y. (eds) Intelligent Science and Intelligent Data Engineering. IScIDE 2011. Lecture Notes in Computer Science, vol 7202. Springer, Berlin, Heidelberg. https://doi.org/10.1007/978-3-642-31919-8_73
Download citation
DOI: https://doi.org/10.1007/978-3-642-31919-8_73
Publisher Name: Springer, Berlin, Heidelberg
Print ISBN: 978-3-642-31918-1
Online ISBN: 978-3-642-31919-8
eBook Packages: Computer ScienceComputer Science (R0)