Difference between revisions of "Seamful Gameplay"
From gdp3
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== Relations == | == Relations == | ||
− | |||
[[Game Mastery]] | [[Game Mastery]] | ||
[[Gameplay Changes Perception of Real World Phenomena]] | [[Gameplay Changes Perception of Real World Phenomena]] | ||
+ | |||
+ | [[Stealth]] | ||
+ | |||
+ | volatile relation | ||
+ | [[Ubiquitous Gameplay]] | ||
=== Can Instantiate === | === Can Instantiate === | ||
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=== Can Modulate === | === Can Modulate === | ||
+ | [[Player-Location Proximity]] | ||
=== Can Be Instantiated By === | === Can Be Instantiated By === |
Revision as of 07:51, 22 August 2012
Games where explicit knowledge of the coverage areas of underlying sensing technologies provide gameplay advantages.
This pattern is a still a stub.
Contents
Examples
Using the pattern
Diegetic Aspects
Interface Aspects
Narrative Aspects
Consequences
Relations
Game Mastery Gameplay Changes Perception of Real World Phenomena
volatile relation Ubiquitous Gameplay
Can Instantiate
with ...
Can Modulate
Can Be Instantiated By
Can Be Modulated By
Possible Closure Effects
Potentially Conflicting With
History
A pattern based upon the concept of seamful design which was introduced in the paper Gaming on the Edge: Using Seams in Ubicomp Games[1].
References
- ↑ Chalmers, M., Bell, M., Brown, B., Hall, M., Sherwood, S. & Tennen, P. (2005).Gaming on the Edge: Using Seams in Ubicomp Games. Proceedings of the 2005 ACM SIGCHI International Conference on Advances in computer entertainment technology.
Acknowledgements
-