A rotated entity changes its directional attribute. This action assumes that the rotated entity has a directional attribute. The degree of rotation varies from game to game. In some games, entities rotate automatically when they move in another direction. In some games, the entity may never change its location, and can only rotate. A direction attribute is necessary for entities that have distinct forward and backward motions, or entities that can only perform certain abilities in the direction they are facing (ie, shooting). Sometimes managing the directional attribute is part of the challenge of the game (ie, racing games).
In Asteroids, the player-controlled entity can rotate in order to fire in another direction. It also allows the player-controlled entity to apply thrust in another direction, changing its inertia. The inertia of the player-controlled entity is what causes it to move.
In Bust-a-Move, the arrow at the bottom of the puzzle can be rotated. The rotation allows for targeting of where to shoot the next ball.
In the PSP game LocoRoco the player has to maneuver an entity around a 2D area. However, the player cannot directly control the move the entity (or entities) he controls (other than jumping). Instead, the player must rotate the world, causing the entity to slide down as if affected by gravity.
We Love Katamari
In We Love Katamari, the player controls the Prince, a tiny creature who rolls around a ball called a Katamari. The ball sticks to any small enough item it touches, and the player's goal is to roll the ball to pick up as much stuff as quickly as possible. The rotation of the ball is really the only activity in I Love Katamari, and for this reason it is a strong example.
In Mario 64, the floating camera can be rotated. While this allows for an alteration of view to assist in game play, it is not required.
In Banjo Kazooie, the camera rotation is fairly slow and not very responsive. However, it is important in that the player needs to know what's going on in the direction they are facing.
In Gran Turismo, the player-controlled car can be rotated by turning the steering wheel. As expected with cars, the rotation cannot occur without movement. We consider this a weak example because the rotation isn't controlled directly, rather it is the result of driving at a high speed and turning sharply.