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

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(Relations)
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=== Can Instantiate ===
 
=== Can Instantiate ===
 
[[Extra-Game Consequences]]
 
[[Extra-Game Consequences]]
 
==== with ... ====
 
  
 
=== Can Modulate ===
 
=== Can Modulate ===
 +
-
  
 
=== Can Be Instantiated By ===
 
=== Can Be Instantiated By ===
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=== Can Be Modulated By ===
 
=== Can Be Modulated By ===
 +
-
  
 
=== Possible Closure Effects ===
 
=== Possible Closure Effects ===
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=== Potentially Conflicting With ===
 
=== Potentially Conflicting With ===
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== History ==
 
== History ==

Revision as of 14:01, 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

Can Instantiate

Extra-Game Consequences

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

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

Acknowledgements