Difference between revisions of "Pervasive Gameplay"

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''Gameplay that can co-exist or be integrated with other activities.''
 
''Gameplay that can co-exist or be integrated with other activities.''
  
This pattern is a still a stub.
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The archetypical view of gaming activities are as being separated from other "ordinary" activities (which can be seen in the metaphor of the ''magic circle''<ref name="huizinga"/> that has been more extensively in later work of understanding games<ref name"salen"/>).
  
 
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"/>.
 
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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<references>
 
<references>
 
<ref name="pergames">Montola, M., Stenros, J. & Waern, A. (2009) ''Pervasive Games - Theory and Design''. Morgan Kaufmann Publishers.</ref>
 
<ref name="pergames">Montola, M., Stenros, J. & Waern, A. (2009) ''Pervasive Games - Theory and Design''. Morgan Kaufmann Publishers.</ref>
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<ref name="huizinga">Huizinga, J. (1955). ''Homo Ludens''. Boston: Beacon Press, 1955, p. 10.</ref>
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<ref name="salen">Salen, K. & Zimmerman (2004). ''Rules of Play - Game Design Fundamentals''. MIT Press.</ref>
 
</references>
 
</references>
  
 
== Acknowledgements ==
 
== Acknowledgements ==
 
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Revision as of 13:41, 3 October 2011

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

The archetypical view of gaming activities are as being separated from other "ordinary" activities (which can be seen in the metaphor of the magic circle[1] that has been more extensively in later work of understanding gamesCite error: Invalid <ref> tag; refs with no content must have a name).

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[2].

Examples

Car Numberplate Games


Assassin


Insectopia

Momentum

Prosopopeia


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. Huizinga, J. (1955). Homo Ludens. Boston: Beacon Press, 1955, p. 10.
  2. Montola, M., Stenros, J. & Waern, A. (2009) Pervasive Games - Theory and Design. Morgan Kaufmann Publishers.

Cite error: <ref> tag with name "salen" defined in <references> is not used in prior text.

Acknowledgements

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