Matches in DBpedia 2016-04 for { <http://doi.org/10.1007/978-3-540-27797-2_25> ?p ?o }
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- 978-3-540-27797-2_25 chapter "Narrative, Game Play, and Alternative Time Structures for Virtual Environments".
- 978-3-540-27797-2_25 date "--06-24".
- 978-3-540-27797-2_25 doi "10.1007/978-3-540-27797-2_25".
- 978-3-540-27797-2_25 editorFirst "Stefan".
- 978-3-540-27797-2_25 editorLast "Göbel".
- 978-3-540-27797-2_25 first "Craig".
- 978-3-540-27797-2_25 isCitedBy Gameplay.
- 978-3-540-27797-2_25 isbn "978-3-540-22283-5".
- 978-3-540-27797-2_25 last "Lindley".
- 978-3-540-27797-2_25 location "Darmstadt, Germany".
- 978-3-540-27797-2_25 pages "183–194".
- 978-3-540-27797-2_25 publisher "Springer".
- 978-3-540-27797-2_25 quote ".. gameplay gestalt, understood as a pattern of interaction with the game system." ; ".. In general, it[game play gestalt] is a particular way of thinking about the game state from the perspective of a player, together with a pattern of repetitive perceptual, cognitive, and motor operations. A particular gameplay gestalt could be unique to a person, a game, or even a playing occasion. Unique game play gestalts can also be identified across games, game genres, and players.".
- 978-3-540-27797-2_25 title "Technologies for Interactive Digital Storytelling and Entertainment: Proceedings of TIDSE 2004".