Difference between revisions of "Changes in Perception of Real World Phenomena due to Gameplay"
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=== Can Instantiate === | === Can Instantiate === | ||
[[Extra-Game Consequences]] | [[Extra-Game Consequences]] | ||
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=== Can Modulate === | === Can Modulate === | ||
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=== Can Be Instantiated By === | === Can Be Instantiated By === | ||
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=== Can Be Modulated By === | === Can Be Modulated By === | ||
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=== 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.
Contents
Examples
Using the pattern
Diegetic Aspects
Interface Aspects
Narrative Aspects
Consequences
Relations
Can Instantiate
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.