Difference between revisions of "Player-Artifact Proximity"
From gdp3
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== History == | == History == | ||
− | + | First full description of the pattern ''Player-Artifact Proximity'' first identified in the paper ''Understanding Pervasive Games through Gameplay Design Patterns''<ref name="Bjork2007"/>. | |
− | '' | + | == References == |
+ | <references> | ||
+ | <ref name="Bjork2007">Björk, S. & Peitz, J. (2007). ''Understanding Pervasive Games through Gameplay Design Patterns''. Proceedings of DiGRA 2007 Conference. | ||
− | + | </references> | |
− | + | ||
− | + | ||
− | + | ||
== Acknowledgements == | == Acknowledgements == | ||
+ | Johan Peitz |
Revision as of 12:15, 23 January 2012
The one-sentence "definition" that should be in italics.
This pattern is a still a stub.
Contents
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
First full description of the pattern Player-Artifact Proximity first identified in the paper Understanding Pervasive Games through Gameplay Design Patterns[1].
References
- ↑ Björk, S. & Peitz, J. (2007). Understanding Pervasive Games through Gameplay Design Patterns. Proceedings of DiGRA 2007 Conference.
Acknowledgements
Johan Peitz