Difference between revisions of "Player-Artifact Proximity"

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(Relations)
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[[Category:Staffan's current workpage]]
 
[[Category:Staffan's current workpage]]
 
''The one-sentence "definition" that should be in italics.''
 
''The one-sentence "definition" that should be in italics.''
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Artifacts can either be physical ones or virtual ones that are somehow given a location in the physical space.
  
 
This pattern is a still a stub.
 
This pattern is a still a stub.
  
 
=== Examples ===
 
=== Examples ===
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[[Geocaching]]
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[[Insectopia]]
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[[Mogi Mogi]]
  
 
== Using the pattern ==
 
== Using the pattern ==
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== Relations ==
 
== Relations ==
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[[Physical Navigation]]
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[[Game Element Trading]]
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[[Collection]]
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[[Tokens]]
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[[Tools]]
  
 
=== Can Instantiate ===
 
=== Can Instantiate ===

Revision as of 08:43, 25 January 2012

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


Artifacts can either be physical ones or virtual ones that are somehow given a location in the physical space.

This pattern is a still a stub.

Examples

Geocaching Insectopia Mogi Mogi

Using the pattern

Diegetic Aspects

Interface Aspects

Narrative Aspects

Consequences

Relations

Physical Navigation Game Element Trading Collection Tokens Tools

Can Instantiate

Pervasive Gameplay

with ...

Can Modulate

Real World Gameplay Spaces

Can Be Instantiated By

Can Be Modulated By

Possible Closure Effects

Potentially Conflicting With

History

Updated version of the pattern Player-Artifact Proximity first described in the report Game Design Patterns for Mobile Games[1].

References

  1. Davidsson, O., Peitz, J. & Björk, S. (2004). Game Design Patterns for Mobile Games. Project report to Nokia Research Center, Finland.

Acknowledgements

Johan Peitz