Difference between revisions of "Player-Artifact Proximity"

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== 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"/>.
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First full description of the pattern ''Player-Artifact Proximity'' first identified in the paper ''Understanding Pervasive Games through Gameplay Design Patterns''<ref name="Bjork2007"/>.
  
''or''
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== References ==
 +
<references>
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<ref name="Bjork2007">Björk, S. & Peitz, J. (2007). ''Understanding Pervasive Games through Gameplay Design Patterns''. Proceedings of DiGRA 2007 Conference.
  
New pattern created in this wiki.
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</references>
 
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== References ==
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-
+
  
 
== 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.

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

  1. Björk, S. & Peitz, J. (2007). Understanding Pervasive Games through Gameplay Design Patterns. Proceedings of DiGRA 2007 Conference.

Acknowledgements

Johan Peitz