Real World Knowledge Advantages

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Revision as of 11:26, 11 April 2012 by Staffan Björk (Talk | contribs)

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

This pattern is a still a stub.

Examples

Using the pattern

Can Be Instantiated By

Physical Navigation, Player-Location Proximity, Real World Gameplay Spaces

Diegetic Aspects

Interface Aspects

Narrative Aspects

Consequences

Can Instantiate

Game Mastery

Relations

Can Instantiate

Game Mastery

Can Modulate

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Can Be Instantiated By

Physical Navigation, Player-Location Proximity, Real World Gameplay Spaces

Can Be Modulated By

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Possible Closure Effects

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Potentially Conflicting With

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History

Updated and renamed version of the pattern Extra Game Future Knowledge Advantage first described in the report Game Design Patterns for Mobile Games[1].

References

  1. Davidsson, O., Peitz, J. & Björk, S. (2004). Game Design Patterns for Mobile Games. Project report to Nokia Research Center, Finland.

Acknowledgements

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