Player-Avatar Proximity

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



This pattern is a still a stub.

Examples

The pervasive game Can You See Me Now? pitches group of players navigating real world environments against individual ones that move their avatars on a game map of the real world environment. Through GPS devices the locations of the first group is positioned on the map and the group can use this to catch the individual players by coming close to their avatars.

Uncle Roy All Around You is a co-operative game where a player navigating the real world can team up with one navigating a virtual one to complete tasks.

Using the pattern

Diegetic Aspects

Interface Aspects

Narrative Aspects

Consequences

Relations

Hybrid Spaces ((Social Interaction]]

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