Social Adaptability
From gdp3
Revision as of 06:45, 13 October 2012 by Staffan Björk (Talk | contribs)
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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