Difference between revisions of "Pervasive Gameplay"
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− | + | For more information about [[Pervasive Gameplay]], although based upon a slightly different usage of pervasive to define pervasive games, see ''Pervasive Games - Theory and Design''<ref name="pergames"/>. | |
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=== Examples === | === Examples === | ||
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== References == | == References == | ||
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− | <ref name=" | + | <ref name="pergames">Montola, M., Stenros, J. & Waern, A. (2009) ''Pervasive Games - Theory and Design''. Morgan Kaufmann Publishers.</ref> |
</references> | </references> | ||
== Acknowledgements == | == Acknowledgements == | ||
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Revision as of 17:20, 2 October 2011
Gameplay that can co-exist or be integrated with other activities.
This pattern is a still a stub.
For more information about Pervasive Gameplay, although based upon a slightly different usage of pervasive to define pervasive games, see Pervasive Games - Theory and Design[1].
Contents
Examples
Using the pattern
Diegetic Aspects
Interface Aspects
Narrative Aspects
Consequences
Relations
Non-Player Characters Real World Gameplay Spaces Alternate Reality Gameplay Ubiquitous Gameplay
Can Instantiate
with ...
Can Modulate
Can Be Instantiated By
Can Be Modulated By
Possible Closure Effects
Potentially Conflicting With
History
New pattern created in this wiki.
References
- ↑ Montola, M., Stenros, J. & Waern, A. (2009) Pervasive Games - Theory and Design. Morgan Kaufmann Publishers.
Acknowledgements
-