Ubiquitous Gameplay

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Gameplay which is possible at most times and in most locations and without requiring significant adjustments to these locations.

This pattern is a still a stub.

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Examples

Children's Games such as Tag or Hide-and-Seek


Computer Games can support Ubiquitous Gameplay if the devices are small enough to carry around easily. Among the first such devices were the Game & Watch games and these have been followed by many other types, e.g. the Nintendo GameBoy series, the Nintendo DS series, and the PlayStation Portable series, and most modern mobile phone (e.g. the iPhone) are gaming platforms with large ranges of games available. It should however be noted that not all, and even very few games actually, support Ubiquitous Gameplay since they require constant attention on what is happening on the game screens or do not allow game pauses. The games that do start to support Ubiquitous Gameplay when placed on mobile gaming platforms therefore tend to be Puzzle Games such as Angry Birds and Sokoban or Turn-Based Games such as the Advance Wars series.



20 questions


Assassin

Dancing Dervishes

Using the pattern

There are two main issues to making it possible to take part of the gameplay of a game without limiting it to specific locations or setups. One concerns how to handle the presence or lack of presences of other players and the other concerns how to handle the need for technological platforms.

While the easiest way to

Single-Player Games

One is to avoid the use of technology and the other is to make use of mobile technology to enable this.


Another trichotomy, based on designers' intent to create games for exploratory, disruptive or commercial purposes, divide these games into ubicomp games, pervasive games, and ubiquitous games[1]). As this other trichotomy shows, Ubiquitous Gameplay shared and has overlapping characteristics with other classifications of gameplay, e.g. Alternate Reality Gameplay and Pervasive Gameplay, and game designers using one may benefit from consulting all of these.


Extra-Game Input Extra-Game Consequences

Game Pauses

Attention Demanding


Diegetic Aspects

Interface Aspects

Narrative Aspects

Consequences

Although not all Ubiquitous Gameplay is intended to be casual, games including the pattern do help meet the requirement of Casual Gameplay since they make lower the thresholds for beginning to play.


Even if Ubiquitous Gameplay can be based around Extra-Game Input and Consequences, it can be more or less impossible to avoid unexpected types of Extra-Game Input and Consequences. This means that games with Ubiquitous Gameplay should be treated as instantiating these patterns in addition to being able to be modified by them.


Relations

Can Instantiate

Casual Gameplay, Extra-Game Consequences, Extra-Game Input, Real World Gameplay Spaces

Can Modulate

Can Be Instantiated By

Can Be Modulated By

Extra-Game Consequences, Extra-Game Input

Possible Closure Effects

Potentially Conflicting With

History

New pattern created in this wiki.

References

  1. McGonigal, J. (2006). This Might Be a Game: Ubiquitous Play and Performance at the Turn of the Twenty-First Century. PhD thesis in performance studies, University of California.

Acknowledgements

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