Mediated Gameplay

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The one-sentence "definition" that should be in italics.

This pattern is a still a stub.

Examples

Using the pattern

Diegetic Aspects

Interface Aspects

Mediated Gameplay assumes the presence of an interface that controls at least parts of how players can interact with the game system and each other. For this reason, it is a Interface Pattern. While many other Interface Patterns can be part of Mediated Gameplay they do not necessarily need to be so since the gameplay may primarily be done unmediated with only some presentations being mediated. Patterns which are difficult to support without Mediated Gameplay include Self-Reported Positioning, Split-Screen Views, Third-Person Views, Tooltips, and Vision Modes.

Narrative Aspects

Consequences

Relations

Cameras

Can Instantiate

Enforced Player Anonymity, Imperfect Information, Limited Communication Abilities, Self-Reported Positioning, Split-Screen Views, Surprises, Third-Person Views, Tooltips, Vision Modes

with Avatars, Handles, or Player Characters

Possibility of Anonymity

Can Modulate

Asynchronous Games, Coordination, Cooperation, Multiplayer Games, Negotiation

Can Be Instantiated By

Dedicated Game Facilitators

Can Be Modulated By

Communication Channels

Possible Closure Effects

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Potentially Conflicting With

Interruptibility, Social Adaptability, Unmediated Social Interaction

History

New pattern created in this wiki.

References

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Acknowledgements