Changes in Perception of Real World Phenomena due to Gameplay
From gdp3
The one-sentence "definition" that should be in italics.
This pattern is a still a stub.
Contents
Examples
Using the pattern
Diegetic Aspects
Interface Aspects
Narrative Aspects
Consequences
Relations
Can Instantiate
with ...
Can Modulate
Can Be Instantiated By
Artifact-Location Proximity, Extra-Game Actions, Extra-Game Input, Player-Location Proximity, Real Life Activities Affect Game State, Seamful Gameplay
Can Be Modulated By
Possible Closure Effects
Potentially Conflicting With
History
An updated version of the pattern Gameplay Changes Perception of Real World Phenomena that was first identified in the paper Understanding Pervasive Games through Gameplay Design Patterns[1].
References
- ↑ Peitz, J. & Björk, S. (2007). Understanding Pervasive Games through Gameplay Design Patterns. Paper presentation at DiGRA 2007, Tokyo, Japan.