Difference between revisions of "Pervasive Gameplay"
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[[Alternate Reality Gameplay]] | [[Alternate Reality Gameplay]] | ||
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[[Ubiquitous Gameplay]] | [[Ubiquitous Gameplay]] | ||
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=== Can Instantiate === | === Can Instantiate === | ||
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Revision as of 13:49, 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.
Contents
Examples
Using the pattern
Diegetic Aspects
Interface Aspects
Narrative Aspects
Consequences
Relations
Can Instantiate
Real World Gameplay Spaces, Spectators
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
- ↑ Huizinga, J. (1955). Homo Ludens. Boston: Beacon Press, 1955, p. 10.
- ↑ Salen, K. & Zimmerman (2004). Rules of Play - Game Design Fundamentals. MIT Press.
- ↑ Montola, M., Stenros, J. & Waern, A. (2009) Pervasive Games - Theory and Design. Morgan Kaufmann Publishers.
Acknowledgements
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