Difference between revisions of "Player-Avatar Proximity"

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=== Examples ===
 
=== Examples ===
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[[Uncle Roy All Around You]]
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[[Can You See Me Now?]]
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Real Tournament
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<ref name="benford">Benford, S., Crabtree, A., Flintham, M., Drozd, A., Anastasi, R., Paxton, M., Tandavanitj, N., Adams, M. & Row-Farr,J. (2006). ''[http://dl.acm.org/citation.cfm?id=1143518.1143522&coll=DL&dl=ACM&CFID=81721357&CFTOKEN=43523354 Can You See Me Now?]'' ACM Transactions on Computer-Human Interaction, Vol. 13, No. 1, March 2006, pp. 100–133.</ref>
  
 
== Using the pattern ==
 
== Using the pattern ==

Revision as of 08:17, 26 January 2012

The one-sentence "definition" that should be in italics.

This pattern is a still a stub.

Examples

Uncle Roy All Around You

Can You See Me Now?

Real Tournament

[1]

Using the pattern

Diegetic Aspects

Interface Aspects

Narrative Aspects

Consequences

Relations

Can Instantiate

with ...

Can Modulate

Real World Gameplay Spaces

Can Be Instantiated By

Can Be Modulated By

Extended Actions

Possible Closure Effects

Potentially Conflicting With

Updated version of the pattern Player-Avatar Proximity first described in the paper Understanding Pervasive Games through Gameplay Design Patterns[2].

References

  1. Benford, S., Crabtree, A., Flintham, M., Drozd, A., Anastasi, R., Paxton, M., Tandavanitj, N., Adams, M. & Row-Farr,J. (2006). Can You See Me Now? ACM Transactions on Computer-Human Interaction, Vol. 13, No. 1, March 2006, pp. 100–133.
  2. Peitz, J. & Björk, S. (2007). Understanding Pervasive Games through Gameplay Design Patterns. Paper presentation at DiGRA 2007, Tokyo, Japan.

Acknowledgements

Johan Peitz