Difference between revisions of "Seamful Gameplay"

From gdp3
Jump to: navigation, search
 
Line 40: Line 40:
  
 
== History ==
 
== History ==
An updated version of the pattern ''...'' that was part of the original collection in the book ''Patterns in Game Design''<ref name="Bjork & Holopainen 2004"/>.
+
A pattern based upon the concept of ''seamful design'' which was introduced in the paper ''Gaming on the Edge: Using Seams in Ubicomp Games''<ref name="chalmers"/>.
 
+
''or''
+
 
+
New pattern created in this wiki.
+
  
 
== References ==
 
== References ==
-
+
<references>
 +
<ref name="chalmers">Chalmers, M., Bell, M., Brown, B., Hall, M., Sherwood, S. & Tennen, P. (2005).[http://dl.acm.org/citation.cfm?id=1178477.1178533&coll=DL&dl=ACM&CFID=63684933&CFTOKEN=40830972 Gaming on the Edge: Using Seams in Ubicomp Games]. Proceedings of the 2005 ACM SIGCHI International Conference on Advances in computer entertainment technology.</ref>
 +
</references>
  
 
== Acknowledgements ==
 
== Acknowledgements ==
 +
-

Revision as of 07:39, 22 August 2012

The one-sentence "definition" that should be in italics.

This pattern is a still a stub.

Examples

Using the pattern

Diegetic Aspects

Interface Aspects

Narrative Aspects

Consequences

Relations

Can Instantiate

with ...

Can Modulate

Can Be Instantiated By

Can Be Modulated By

Possible Closure Effects

Potentially Conflicting With

History

A pattern based upon the concept of seamful design which was introduced in the paper Gaming on the Edge: Using Seams in Ubicomp Games[1].

References

  1. Chalmers, M., Bell, M., Brown, B., Hall, M., Sherwood, S. & Tennen, P. (2005).Gaming on the Edge: Using Seams in Ubicomp Games. Proceedings of the 2005 ACM SIGCHI International Conference on Advances in computer entertainment technology.

Acknowledgements

-