Player-Avatar Proximity

From gdp3
Revision as of 08:09, 26 January 2012 by Staffan Björk (Talk | contribs)

Jump to: navigation, search

The one-sentence "definition" that should be in italics.

This pattern is a still a stub.

Examples

Using the pattern

Diegetic Aspects

Interface Aspects

Narrative Aspects

Consequences

Relations

Can Instantiate

with ...

Can Modulate

Real World Gameplay Spaces

Can Be Instantiated By

Can Be Modulated By

Extended Actions

Possible Closure Effects

Potentially Conflicting With

Updated version of the pattern Player-Avatar Proximity first described in the paper Understanding Pervasive Games through Gameplay Design Patterns[1].

References

  1. Peitz, J. & Björk, S. (2007). Understanding Pervasive Games through Gameplay Design Patterns. Paper presentation at DiGRA 2007, Tokyo, Japan.

Acknowledgements

Johan Peitz