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 that has been more extensively in later work of understanding gamesCite error: Invalid
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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.
- 1 Examples
- 2 Using the pattern
- 3 Consequences
- 4 Relations
- 5 History
- 6 References
- 7 Acknowledgements
Using the pattern
Can Be Instantiated By
Can Be Modulated By
Possible Closure Effects
Potentially Conflicting With
New pattern created in this wiki.
- Huizinga, J. (1955). Homo Ludens. Boston: Beacon Press, 1955, p. 10.
- Montola, M., Stenros, J. & Waern, A. (2009) Pervasive Games - Theory and Design. Morgan Kaufmann Publishers.
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