Difference between revisions of "Seamful Gameplay"

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[[Category:Patterns]]
 
[[Category:Patterns]]
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[[Category:Pervasive Patterns]]
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[[Category:To be Published]]
 
[[Category:Needs work]]
 
[[Category:Needs work]]
 
[[Category:Needs revision]]
 
[[Category:Needs revision]]
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=== Examples ===
 
=== Examples ===
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[[Treasure]]
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[[Can U See Me Now?]]
  
 
== Using the pattern ==
 
== Using the pattern ==
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== Relations ==
 
== Relations ==
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[[Player-Location Proximity]]
  
 
=== Can Instantiate ===
 
=== Can Instantiate ===

Revision as of 07:42, 22 August 2012

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

This pattern is a still a stub.

Examples

Treasure

Can U See Me Now?

Using the pattern

Diegetic Aspects

Interface Aspects

Narrative Aspects

Consequences

Relations

Player-Location Proximity

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

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