Difference between revisions of "Seamful Gameplay"
From gdp3
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== Using the pattern == | == Using the pattern == | ||
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[[Player-Location Proximity]] | [[Player-Location Proximity]] | ||
+ | [[Game Mastery]] | ||
+ | [[Gameplay Changes Perception of Real World Phenomena]] | ||
=== Can Instantiate === | === Can Instantiate === |
Revision as of 07:45, 22 August 2012
Games where explicit knowledge of the coverage areas of underlying sensing technologies provide gameplay advantages.
This pattern is a still a stub.
Contents
Examples
Using the pattern
Diegetic Aspects
Interface Aspects
Narrative Aspects
Consequences
Relations
Player-Location Proximity Game Mastery Gameplay Changes Perception of Real World Phenomena
Can Instantiate
with ...
Can Modulate
Can Be Instantiated By
Can Be Modulated By
Possible Closure Effects
Potentially Conflicting With
History
A pattern based upon the concept of seamful design which was introduced in the paper Gaming on the Edge: Using Seams in Ubicomp Games[1].
References
- ↑ Chalmers, M., Bell, M., Brown, B., Hall, M., Sherwood, S. & Tennen, P. (2005).Gaming on the Edge: Using Seams in Ubicomp Games. Proceedings of the 2005 ACM SIGCHI International Conference on Advances in computer entertainment technology.
Acknowledgements
-