Difference between revisions of "Pervasive Gameplay"

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''Gameplay that can co-exist or be integrated with other activities.''
 
''Gameplay that can co-exist or be integrated with other activities.''
  
The archetypical view of gaming activities are as being separated from other "ordinary" activities (which can be seen in the metaphor of the ''magic circle''<ref name="huizinga"/> that has been more extensively in later work of understanding games<ref name"salen"/>).
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The archetypical view of gaming activities are as being separated from other "ordinary" activities (which can be seen in the metaphor of the ''magic circle''<ref name="huizinga"/> that has been more extensively in later work of understanding games<ref name="salen"/>). This is however not true of all games, in some cases because they can rather easily co-exist with other activities and in other cases because the game design makes "ordinary" activities into gameplay actions. Both types of game have [[Pervasive Gameplay]].
  
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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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"/>. Note also that while ubiquitous and pervasive are used as synonyms, the patterns [[Pervasive Gameplay]] and [[Ubiquitous Gameplay]] are defined to describe different aspects of gameplay in this collection.
  
 
=== Examples ===
 
=== Examples ===

Revision as of 13:45, 3 October 2011

Gameplay that can co-exist or be integrated with other activities.

The archetypical view of gaming activities are as being separated from other "ordinary" activities (which can be seen in the metaphor of the magic circle[1] that has been more extensively in later work of understanding games[2]). This is however not true of all games, in some cases because they can rather easily co-exist with other activities and in other cases because the game design makes "ordinary" activities into gameplay actions. Both types of game have Pervasive Gameplay.

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[3]. Note also that while ubiquitous and pervasive are used as synonyms, the patterns Pervasive Gameplay and Ubiquitous Gameplay are defined to describe different aspects of gameplay in this collection.

Examples

Car Numberplate Games


Assassin


Insectopia

Momentum

Prosopopeia


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

  1. Huizinga, J. (1955). Homo Ludens. Boston: Beacon Press, 1955, p. 10.
  2. Salen, K. & Zimmerman (2004). Rules of Play - Game Design Fundamentals. MIT Press.
  3. Montola, M., Stenros, J. & Waern, A. (2009) Pervasive Games - Theory and Design. Morgan Kaufmann Publishers.

Acknowledgements

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