Difference between revisions of "Pervasive Gameplay"
Line 14: | Line 14: | ||
=== Examples === | === Examples === | ||
− | [[Car Numberplate Games]] | + | [[Car Numberplate Games]] are examples of games that are specifically made to make car travelling more enjoying. [[Insectopia]] does the same but can more generally be integrated with other types of activities. [[Assassin]] also does this but since the actual ''killings'' can disrupt other activities there are typically safe places and safe hours in the game instances. |
− | + | ||
− | + | ||
− | + | ||
− | + | ||
− | + | ||
− | [[Insectopia]] | + | |
− | + | ||
− | [[ | + | |
− | + | ||
− | + | ||
+ | [[:Category:Alternate Reality Games|Alternate Reality Games]] with roleplaying components, e.g. [[Momentum]] and [[Prosopopeia]], need to be designed so that players can combine their roleplaying with their everyday social interactions, or with relative little friction move between social roles. | ||
== Using the pattern == | == Using the pattern == | ||
+ | [[Safe Havens]] | ||
+ | === Can Be Instantiated By === | ||
+ | [[Ubiquitous Gameplay]] | ||
=== Diegetic Aspects === | === Diegetic Aspects === | ||
Line 37: | Line 31: | ||
== Consequences == | == Consequences == | ||
+ | === Can Instantiate === | ||
+ | [[Alternate Reality Gameplay]], | ||
+ | [[Real World Gameplay Spaces]], | ||
+ | [[Spectators]] | ||
== Relations == | == Relations == | ||
Line 43: | Line 41: | ||
[[Real World Gameplay Spaces]], | [[Real World Gameplay Spaces]], | ||
[[Spectators]] | [[Spectators]] | ||
− | |||
− | |||
=== Can Modulate === | === Can Modulate === | ||
+ | - | ||
=== Can Be Instantiated By === | === Can Be Instantiated By === | ||
Line 52: | Line 49: | ||
=== Can Be Modulated By === | === Can Be Modulated By === | ||
+ | - | ||
=== Possible Closure Effects === | === Possible Closure Effects === | ||
+ | - | ||
=== Potentially Conflicting With === | === Potentially Conflicting With === | ||
+ | - | ||
== History == | == History == |
Revision as of 12:51, 4 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
Car Numberplate Games are examples of games that are specifically made to make car travelling more enjoying. Insectopia does the same but can more generally be integrated with other types of activities. Assassin also does this but since the actual killings can disrupt other activities there are typically safe places and safe hours in the game instances.
Alternate Reality Games with roleplaying components, e.g. Momentum and Prosopopeia, need to be designed so that players can combine their roleplaying with their everyday social interactions, or with relative little friction move between social roles.
Using the pattern
Can Be Instantiated By
Diegetic Aspects
Interface Aspects
Narrative Aspects
Consequences
Can Instantiate
Alternate Reality Gameplay, Real World Gameplay Spaces, Spectators
Relations
Can Instantiate
Alternate Reality Gameplay, Real World Gameplay Spaces, Spectators
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
-