Seamful Gameplay
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
The prime use of Seamful Gameplay is to make a virtue out of dead spots arising from supporting Player-Location Proximity with technologies that do not work everywhere. This means that the pattern is difficult to apply on games that have Ubiquitous Gameplay.
Diegetic Aspects
Interface Aspects
Narrative Aspects
Consequences
Somewhat paradoxically, even if Seamful Gameplay cannot be added to games with Ubiquitous Gameplay it can make games have Ubiquitous Gameplay when they did not otherwise.
Relations
Game Mastery Gameplay Changes Perception of Real World Phenomena
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
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