Difference between revisions of "Pervasive Gameplay"

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This pattern is a still a stub.
 
This pattern is a still a stub.
  
Markus definition
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For more information about [[Pervasive Gameplay]], although based upon a slightly different usage of pervasive to define pervasive games, see ''Pervasive Games - Theory and Design''<ref name="pergames"/>.
 
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Jane's PhD
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=== Examples ===
 
=== Examples ===
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== References ==
 
== References ==
 
<references>
 
<references>
<ref name="Bjork & Holopainen 2004">Björk, S. & Holopainen, J. (2004) ''Patterns in Game Design''. Charles River Media. ISBN1-58450-354-8.</ref>
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<ref name="pergames">Montola, M., Stenros, J. & Waern, A. (2009) ''Pervasive Games - Theory and Design''. Morgan Kaufmann Publishers.</ref>
 
</references>
 
</references>
  
 
== Acknowledgements ==
 
== Acknowledgements ==
 
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Revision as of 17:20, 2 October 2011

Gameplay that can co-exist or be integrated with other activities.

This pattern is a still a stub.

For more information about Pervasive Gameplay, although based upon a slightly different usage of pervasive to define pervasive games, see Pervasive Games - Theory and Design[1].

Examples

Car Numberplate Games


Assassin


Insectopia

Using the pattern

Diegetic Aspects

Interface Aspects

Narrative Aspects

Consequences

Relations

Non-Player Characters Real World Gameplay Spaces Alternate Reality Gameplay Ubiquitous Gameplay

Can Instantiate

with ...

Can Modulate

Can Be Instantiated By

Can Be Modulated By

Possible Closure Effects

Potentially Conflicting With

History

New pattern created in this wiki.

References

  1. Montola, M., Stenros, J. & Waern, A. (2009) Pervasive Games - Theory and Design. Morgan Kaufmann Publishers.

Acknowledgements

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