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Critical thinking and argumentation in software engineering

Critical thinking and argumentation in software engineering. Chapter 11 Ilmo Räsänen. Game design patterns for goals. Goals of ownership and overcoming opposition Goals of arrangement Goals of Persistence Goals of information and knowledge. Goals of ownership and knowledge 1/3.

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Critical thinking and argumentation in software engineering

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  1. Critical thinking and argumentation in software engineering Chapter 11 IlmoRäsänen

  2. Game design patterns for goals • Goals of ownership and overcoming opposition • Goals of arrangement • Goals of Persistence • Goals of information and knowledge

  3. Goals of ownership and knowledge 1/3 • Gain ownership • “gain the ownership of a game element” • Overcome • “defeat an opposing force” • Stealth • “move/do actions without being detected”

  4. Goals of ownership and knowledge 2/3 • Eliminate • “remove a game element from its location in game space” • Rescue • “free someone/something that is guarded” • Capture • “end result is the elimination or change of ownership of an actively resisting goal object”

  5. Goals of ownership and knowledge 3/3 • Evade • “avoid being capture or hit” • Conceal • “try to hinder other players’ ability to gain information” • Race • “competition - be the first to reach a certain goal”

  6. Goals of arrangement • Collection • “completion of several goals that together form a coherent unit” • CD includes: alignment, delivery, enclosure, herd, configuration, contact, connection

  7. Goals of persistence • Guard • “hinder other players or game element from accessing a particular area in the game or a particular game element” • Survive • “avoid being killed by actions of other players and events in the game” • Traverse • “try and move a game element from one position in the game to another” • CD: king of the hill, last man standing

  8. Goals of information and knowledge • Gain information • “perform actions in the game in order to be able to receive information or make deductions” • Gain competence • “gaining the ability to perform a certain action within the game” • Exploration • “learning layout of the Game World, or location specific parts or objects in it” • CD: reconnaissance

  9. Qs • Name one game, which includes all of these goals. • Are there games without goals? • What kind of goals are your favorite ones?

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