Real World Gameplay Spaces
From gdp3
Revision as of 12:04, 14 March 2012 by Staffan Björk (Talk | contribs)
...
This pattern is a still a stub.
that the game space/game world is defined as a subsection of the real world
Contents
Examples
In one sense all games require some space in the real world, even if it is through computers or other machines that enable them.
like Soccer and Ice Hockey
Category:Live Action Roleplaying Games
Using the pattern
Diegetic Aspects
Interface Aspects
Narrative Aspects
Consequences
Relations
Can Instantiate
Events Timed to the Real World, Hybrid Gameplay Spaces
Can Modulate
Can Be Instantiated By
Alternate Reality Gameplay, Crossmedia Gameplay, Pervasive Gameplay, Ubiquitous Gameplay
Can Be Modulated By
Player-Artifact Proximity, Player-Location Proximity, Player-Player Proximity
Possible Closure Effects
Potentially Conflicting With
History
New pattern created in this wiki.
References
Cite error: <ref>
tag defined in <references>
has group attribute "" which does not appear in prior text.
Acknowledgements
-