Difference between revisions of "Changes in Perception of Real World Phenomena due to Gameplay"

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== History ==
 
== History ==
An updated version of the pattern ''...'' that was part of the original collection in the book ''Patterns in Game Design''<ref name="Bjork & Holopainen 2004"/>.
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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''<ref name="peitz"/>.
  
''or''
 
 
New pattern created in this wiki.
 
  
 
== References ==
 
== References ==
-
+
<references>
 +
<ref name="peitz">Peitz, J. & Björk, S. (2007). [http://www.digra.org/dl/db/07311.47471.pdf Understanding Pervasive Games through Gameplay Design Patterns]. Paper presentation at DiGRA 2007, Tokyo, Japan.</ref>
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</references>
  
 
== Acknowledgements ==
 
== Acknowledgements ==

Revision as of 13:51, 28 August 2012

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

Real Life Activities Affect Game State Artifact-Location Proximity Player-Location Proximity Seamful Gameplay

Can Instantiate

with ...

Can Modulate

Can Be Instantiated By

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

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

Acknowledgements