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[[File:game_overview.jpg|200px|thumb|left|Overview of Actions and Categories]] | [[File:game_overview.jpg|200px|thumb|left|Overview of Actions and Categories]] | ||
[[File:game_selection_effects.jpg|200px|thumb| | [[File:game_selection_effects.jpg|200px|thumb|left|Example of planning an Action and the Effects]] | ||
When a user plans an action it will influence the [[3D World]] and have a certain effect on [[Indicators]]. The effect of the planned action simulates the effect the action would have in the real world. When a plants new trees, this action would have an effect on the indicator Quality of Life. Since a player can have different actions available to reach their targets, actions are organized into [[Categories]]. | When a user plans an action it will influence the [[3D World]] and have a certain effect on [[Indicators]]. The effect of the planned action simulates the effect the action would have in the real world. When a plants new trees, this action would have an effect on the indicator Quality of Life. Since a player can have different actions available to reach their targets, actions are organized into [[Categories]].</br> | ||
====Examples of Actions==== | ====Examples of Actions==== |
Revision as of 08:49, 13 August 2014
Stakeholder Actions
What is an Action
An action is an activity a Stakeholder can perform to achieve his objective target. A typical example of an action would be a Housing Corporation aiming to realize social housing, or a Waterboard aiming to realize open water. Actions are tied to specific Stakeholders, referring to the capability each stakeholder has to influence the 3D World. For example the waterboard has the capability to realize Open water, but not social housing or roads.
How do actions relate to Tygron Engine
When a user plans an action it will influence the 3D World and have a certain effect on Indicators. The effect of the planned action simulates the effect the action would have in the real world. When a plants new trees, this action would have an effect on the indicator Quality of Life. Since a player can have different actions available to reach their targets, actions are organized into Categories.
Examples of Actions
- Social Housing: The Housing Corporation aims to build 300 social houses. One of the actions available would be "Social Housing". When the user realizes "Social Housing", progress is made on the indicator: building.
- Build Open Water: The Waterboard aims to realize 300m2 "Open Water". One of the Actions available would be "Open Water". When the user realizes "Open Water" he scores on the indicator: water storage.
Stakeholder Categories
What is a Category
Users have different options to reach their objectives on indicators, since many roads lead to Rome. A Category is a container to group Actions and keep them organized.
Examples of a Category
Example: The Municipality has 5 different types of "Parken" Available. The Category available for the Housing Corporation would be "Parken" with the different "Actions" ("Stadspark", "Fontein", "Speeltuin", "Skatepark", "Loofbomen") neatly organized inside this Category.
- Parken (Category)
- Stadspark (Action)
- Fontein (Action)
- Speeltuin (Action)
- Skatepark (Action)
- Loofbomen (Action)