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

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(History)
(Relations)
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== Relations ==
 
== Relations ==
[[Real Life Activities Affect Game State]]
 
[[Artifact-Location Proximity]]
 
[[Player-Location Proximity]]
 
[[Seamful Gameplay]]
 
  
 
=== Can Instantiate ===
 
=== Can Instantiate ===
 +
[[Extra-Game Consequences]]
  
 
==== with ... ====
 
==== with ... ====
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=== Can Be Instantiated By ===
 
=== Can Be Instantiated By ===
 +
[[Artifact-Location Proximity]],
 +
[[Player-Location Proximity]],
 +
[[Real Life Activities Affect Game State]],
 +
[[Seamful Gameplay]]
  
 
=== Can Be Modulated By ===
 
=== Can Be Modulated By ===

Revision as of 13:52, 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

with ...

Can Modulate

Can Be Instantiated By

Artifact-Location Proximity, 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