Difference between revisions of "Player-Avatar Proximity"
From gdp3
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=== Potentially Conflicting With === | === Potentially Conflicting With === | ||
− | Updated version of the pattern ''Player- | + | Updated version of the pattern ''Player-Avatar Proximity'' first described in the paper ''Understanding Pervasive Games through Gameplay Design Patterns''<ref name="Peitz"/>. |
== References == | == References == | ||
<references> | <references> | ||
− | <ref name=" | + | <ref name="Peitz">Peitz, J. & Björk, S. (2007). Understanding Pervasive Games through Gameplay Design Patterns. Paper presentation at DiGRA 2007, Tokyo, Japan.</ref> |
</references> | </references> | ||
== Acknowledgements == | == Acknowledgements == | ||
Johan Peitz | Johan Peitz |
Revision as of 08:09, 26 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
Updated version of the pattern Player-Avatar Proximity first described in the paper Understanding Pervasive Games through Gameplay Design Patterns[1].
References
- ↑ Peitz, J. & Björk, S. (2007). Understanding Pervasive Games through Gameplay Design Patterns. Paper presentation at DiGRA 2007, Tokyo, Japan.
Acknowledgements
Johan Peitz