Difference between revisions of "Real Life Activities Affect Game State"
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==== Anti-Examples ==== | ==== Anti-Examples ==== | ||
+ | rock band | ||
+ | wii games | ||
== Using the pattern == | == Using the pattern == | ||
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== History == | == History == | ||
− | + | Updated version of the pattern ''Player-Artifact Proximity'' first described in the report ''Game Design Patterns for Mobile Games''<ref name="Davidsson2004"/>. | |
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== References == | == References == | ||
− | + | <references> | |
+ | <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> | ||
== Acknowledgements == | == Acknowledgements == | ||
+ | - |
Revision as of 07:52, 23 August 2012
The one-sentence "definition" that should be in italics.
This pattern is a still a stub.
Contents
Examples
The energy usage in a household is the primary input to the game Power Explorer, indirectly causing the players' everyday behavior affect the game through how much electrical energy their activities use.
Zombie Run
Anti-Examples
rock band
wii games
Using the pattern
Player-Location Proximity does not directly make Real Life Activities Affect Game State part of the gameplay of a game, but
Diegetic Aspects
Interface Aspects
Narrative Aspects
Consequences
Relations
Can Instantiate
Changes in Perception of Real World Phenomena due to Gameplay, Extra-Game Input, Pervasive Gameplay, Ubiquitous Gameplay
Can Modulate
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Can Be Instantiated By
Physical Navigation, Player Physical Prowess
Extra-Game Input together with Pervasive Gameplay
Can Be Modulated By
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Possible Closure Effects
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Potentially Conflicting With
History
Updated version of the pattern Player-Artifact Proximity first described in the report Game Design Patterns for Mobile Games[1].
References
- ↑ Davidsson, O., Peitz, J. & Björk, S. (2004). Game Design Patterns for Mobile Games. Project report to Nokia Research Center, Finland.
Acknowledgements
-