Social Adaptability
From gdp3
Games that through their design easily can be modified for varying social contexts.
This pattern is a still a stub.
Contents
Examples
Using the pattern
Diegetic Aspects
Interface Aspects
Narrative Aspects
Consequences
Relations
Self-Facilitated Games Ubiquitous Gameplay Interruptibility Configurable Gameplay Areas Mediated Gameplay Negotiable Game Sessions Negotiable Game Instance Duration Changes in Perception of Real World Phenomena due to Gameplay Minimalized Social Weight Player Physical Prowess Self-Reported Positioning
Can Instantiate
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
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Acknowledgements
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