Gamasutra Feature Articles: Persuasive Games: Process Intensity and Social Experimentation

Gamasutra Feature Articles
Gamasutra Feature Articles

Persuasive Games: Process Intensity and Social Experimentation
May 23rd 2012, 04:00
In 1987, game designer Chris Crawford introduced the concept of process intensity, "the degree to which a program emphasizes processes instead of data." Process, Crawford explains, involves "algorithms, equations, and branches," while data refers to "tables, images, sounds, and texts." A process-intensive program "spends a lot of time crunching numbers; a data-intensive program spends a lot of time moving bytes around." For Crawford, process intensity is not only a theoretical frame for understanding the difference ...
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