Difference between revisions of "Player-Player Proximity"

From gdp3
Jump to: navigation, search
 
Line 40: Line 40:
  
 
== History ==
 
== History ==
First full description of the pattern ''Player-Player Proximity'' first identified in the paper ''Understanding Pervasive Games through Gameplay Design Patterns''<ref name="Bjork2007"/>.
+
Updated version of the pattern ''Player-Player Proximity'' first described in the report ''Game Design Patterns for Mobile Games''<ref name="Davidsson2004"/>.
  
 
== References ==
 
== References ==
 
<references>
 
<references>
<ref name="Bjork2007">Björk, S. & Peitz, J. (2007). ''Understanding Pervasive Games through Gameplay Design Patterns''. Proceedings of DiGRA 2007 Conference.
+
<ref name="Davidsson2004">Davidsson, O., Peitz, J. & Björk, S. (2004). ''Game Design Patterns for Mobile Games''. Project report to Nokia Research Center, Finland.</ref>
 
+
 
</references>
 
</references>
  
 
== Acknowledgements ==
 
== Acknowledgements ==
 
Johan Peitz
 
Johan Peitz

Revision as of 12:20, 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

Updated version of the pattern Player-Player Proximity first described in the report Game Design Patterns for Mobile Games[1].

References

  1. Davidsson, O., Peitz, J. & Björk, S. (2004). Game Design Patterns for Mobile Games. Project report to Nokia Research Center, Finland.

Acknowledgements

Johan Peitz