Pattern languages have gained widespread acceptance over the years in the design and computing communities. Thanks to the seminal work of Bjork and Holopainen they also have spread to the video game design community. In order to help game designers grasp fundamental aspects of human experiences, the author is developing a new breed of pattern
language: a pattern language for experience design, and in particular, a pattern language for optimal experiences (or flow) in games.
%0 Journal Article
%1 lemay2007developing
%A Lemay, P.
%B Situated Play, Proceedings of DiGRA 2007 Conference
%D 2007
%K design designpatterns games imported language learning
%P 449--455
%T Developing a pattern language for flow experiences in video games
%U http://scholar.google.co.uk/scholar.bib?q=info:pUfR42Y3VUcJ:scholar.google.com/&output=citation&hl=en&oi=citation
%X Pattern languages have gained widespread acceptance over the years in the design and computing communities. Thanks to the seminal work of Bjork and Holopainen they also have spread to the video game design community. In order to help game designers grasp fundamental aspects of human experiences, the author is developing a new breed of pattern
language: a pattern language for experience design, and in particular, a pattern language for optimal experiences (or flow) in games.
@article{lemay2007developing,
abstract = {Pattern languages have gained widespread acceptance over the years in the design and computing communities. Thanks to the seminal work of Bjork and Holopainen they also have spread to the video game design community. In order to help game designers grasp fundamental aspects of human experiences, the author is developing a new breed of pattern
language: a pattern language for experience design, and in particular, a pattern language for optimal experiences (or flow) in games.},
added-at = {2009-07-27T15:55:33.000+0200},
author = {Lemay, P.},
biburl = {https://www.bibsonomy.org/bibtex/2f4d485a0a6c1e94cd3cc969f76d184e1/stevenw},
booktitle = {Situated Play, Proceedings of DiGRA 2007 Conference},
interhash = {ec4632b23aaccecf59f6900d5d27c62c},
intrahash = {f4d485a0a6c1e94cd3cc969f76d184e1},
keywords = {design designpatterns games imported language learning},
pages = {449--455},
timestamp = {2009-07-27T15:55:33.000+0200},
title = {{Developing a pattern language for flow experiences in video games}},
url = {http://scholar.google.co.uk/scholar.bib?q=info:pUfR42Y3VUcJ:scholar.google.com/&output=citation&hl=en&oi=citation},
year = 2007
}