Difference between revisions of "Changes in Perception of Real World Phenomena due to Gameplay"
From gdp3
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== History == | == History == | ||
− | An updated version of the pattern '' | + | 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"/>. |
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== 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> | ||
+ | </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.
Contents
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
- ↑ Peitz, J. & Björk, S. (2007). Understanding Pervasive Games through Gameplay Design Patterns. Paper presentation at DiGRA 2007, Tokyo, Japan.