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	<title>Point Of View - Revision history</title>
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	<updated>2026-04-29T07:35:16Z</updated>
	<subtitle>Revision history for this page on the wiki</subtitle>
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		<id>https://gameontology.com/index.php?title=Point_Of_View&amp;diff=153&amp;oldid=prev</id>
		<title>*&gt;Jp at 22:07, 19 August 2009</title>
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		<updated>2009-08-19T22:07:32Z</updated>

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&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;[[Category:Ontology]][[Category:Interface]]&lt;br /&gt;
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Games provide players a perspective from which they perceive and interact with the world in which the game takes place. This perspective is communicated to the player through the way the game presents the world to the player through its sensory output and the ways in which the player is able to interact with the world through the games input devices and input method.&lt;br /&gt;
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A key use for electing to use a specific point of view in designing a game is that of developing player identification with a character, side or role. Properly combined with other patterns (such as the games locus of manipulation and activities), a games point of view can help a players identify with their avatars within the game, their team (such as in a sports game or war strategy game), or help them feel a sense of taking on a persona or role to play within the game (Costikyan, 1994).&lt;br /&gt;
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====Parent====&lt;br /&gt;
*[[Presentation Software]]&lt;br /&gt;
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====Children====&lt;br /&gt;
*[[First-person Point of View]]&lt;br /&gt;
*[[Second-person Point of View]]&lt;br /&gt;
*[[Third-person Point of View]]&lt;br /&gt;
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====References====&lt;br /&gt;
Costikyan, G. (1994). I have no words and i must design. Interactive Fantasy, (2).&lt;/div&gt;</summary>
		<author><name>*&gt;Jp</name></author>
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