Difference between revisions of "Player-Avatar Proximity"
From gdp3
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=== Examples === | === Examples === | ||
+ | [[Uncle Roy All Around You]] | ||
+ | |||
+ | [[Can You See Me Now?]] | ||
+ | |||
+ | Real Tournament | ||
+ | |||
+ | <ref name="benford">Benford, S., Crabtree, A., Flintham, M., Drozd, A., Anastasi, R., Paxton, M., Tandavanitj, N., Adams, M. & Row-Farr,J. (2006). ''[http://dl.acm.org/citation.cfm?id=1143518.1143522&coll=DL&dl=ACM&CFID=81721357&CFTOKEN=43523354 Can You See Me Now?]'' ACM Transactions on Computer-Human Interaction, Vol. 13, No. 1, March 2006, pp. 100–133.</ref> | ||
== Using the pattern == | == Using the pattern == |
Revision as of 08:17, 26 January 2012
The one-sentence "definition" that should be in italics.
This pattern is a still a stub.
Examples
Real Tournament
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[2].
References
- ↑ Benford, S., Crabtree, A., Flintham, M., Drozd, A., Anastasi, R., Paxton, M., Tandavanitj, N., Adams, M. & Row-Farr,J. (2006). Can You See Me Now? ACM Transactions on Computer-Human Interaction, Vol. 13, No. 1, March 2006, pp. 100–133.
- ↑ Peitz, J. & Björk, S. (2007). Understanding Pervasive Games through Gameplay Design Patterns. Paper presentation at DiGRA 2007, Tokyo, Japan.
Acknowledgements
Johan Peitz