Levels of game design elements by the level of abstraction
| Level | Description | Example |
|---|---|---|
| Game interface design patterns | Common, successful interaction design components and design solutions for a known problem in a context, including prototypical implementations | Badge, leaderboard, levels |
| Game design patterns and mechanics | Commonly reoccurring patterns of the design of a game that concerns gameplay | Time constraint, limited resources, turns |
| Game design principles and heuristics | Evaluative guidelines to approach a design problem or analyze a given design solution | Enduring play, clear goals, variety of game styles |
| Game models | Conceptual models of the components of games or game experience | MDA, challenge, fantasy, curiosity, game design atoms, CEGE |
| Game design models | Game design-specific practices and processes | Playtesting, play-centric design, value-conscious game design |
| Level | Description | Example |
|---|---|---|
| Game interface design patterns | Common, successful interaction design components and design solutions for a known problem in a context, including prototypical implementations | Badge, leaderboard, levels |
| Game design patterns and mechanics | Commonly reoccurring patterns of the design of a game that concerns gameplay | Time constraint, limited resources, turns |
| Game design principles and heuristics | Evaluative guidelines to approach a design problem or analyze a given design solution | Enduring play, clear goals, variety of game styles |
| Game models | Conceptual models of the components of games or game experience | MDA, challenge, fantasy, curiosity, game design atoms, CEGE |
| Game design models | Game design-specific practices and processes | Playtesting, play-centric design, value-conscious game design |
Source(s): Deterding et al. (2011)
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