Difference between revisions of "Real World Gameplay Spaces"
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=== Examples === | === Examples === | ||
− | [[ | + | [[Blindfold Chess]] can be seen as a counter-example of [[Real World Gameplay Spaces]] since it does not require any space at all besides that which the people playing it would occupy anyway. |
[[:Category:Sports|Sports]] | [[:Category:Sports|Sports]] |
Revision as of 11:50, 16 March 2012
Games where the specifics of space that constitutes the gameplay space affects the gameplay.
In one sense all games require some space in the real world, even if it is through computers or other machines that enable them.
that the game space/game world is defined as a subsection of the real world
Contents
Examples
Blindfold Chess can be seen as a counter-example of Real World Gameplay Spaces since it does not require any space at all besides that which the people playing it would occupy anyway.
like Soccer and Ice Hockey
Category:Live Action Roleplaying Games
Using the pattern
Can Be Instantiated By
Alternate Reality Gameplay, Crossmedia Gameplay, Pervasive Gameplay, Ubiquitous Gameplay
Can Be Modulated By
Player-Artifact Proximity, Player-Location Proximity, Player-Player Proximity
Diegetic Aspects
Interface Aspects
Narrative Aspects
Consequences
Can Instantiate
Events Timed to the Real World, Hybrid Gameplay Spaces
Relations
Can Instantiate
Events Timed to the Real World, Hybrid Gameplay Spaces
Can Modulate
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Can Be Instantiated By
Alternate Reality Gameplay, Crossmedia Gameplay, Pervasive Gameplay, Ubiquitous Gameplay
Can Be Modulated By
Player-Artifact Proximity, Player-Location Proximity, Player-Player Proximity
Possible Closure Effects
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Potentially Conflicting With
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History
New pattern created in this wiki.
References
Cite error: <ref>
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has group attribute "" which does not appear in prior text.
Acknowledgements
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