Difference between revisions of "Real Life Activities Affect Game State"

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[[Player-Location Proximity]] does not directly make [[Real Life Activities Affect Game State]] part of the gameplay of a game, but  
 
[[Player-Location Proximity]] does not directly make [[Real Life Activities Affect Game State]] part of the gameplay of a game, but  
 +
 +
=== Can Instantiate ===
 +
[[Changes in Perception of Real World Phenomena due to Gameplay]],
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[[Extra-Game Input]],
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[[Pervasive Gameplay]],
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[[Ubiquitous Gameplay]]
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 +
=== Can Modulate ===
 +
-
 +
 +
=== Can Be Instantiated By ===
 +
[[Physical Navigation]],
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[[Player Physical Prowess]]
 +
 +
[[Extra-Game Input]] together with [[Pervasive Gameplay]]
 +
 +
=== Can Be Modulated By ===
 +
 +
=== Possible Closure Effects ===
 +
-
 +
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=== Potentially Conflicting With ===
 +
[[Mimetic Interfaces]]
  
  
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== Consequences ==
 
== Consequences ==
  
== Relations ==
+
Since [[Real Life Activities Affect Game State]] rewards those good at certain real world activities, knowledge of how to do those activities is beneficial for gameplay. This leads to games having this pattern to be likely to also have [[Real World Knowledge Advantages]].
[[Real World Knowledge Advantages]]
+
  
 +
== Relations ==
 
=== Can Instantiate ===
 
=== Can Instantiate ===
 
[[Changes in Perception of Real World Phenomena due to Gameplay]],  
 
[[Changes in Perception of Real World Phenomena due to Gameplay]],  
 
[[Extra-Game Input]],  
 
[[Extra-Game Input]],  
 
[[Pervasive Gameplay]],  
 
[[Pervasive Gameplay]],  
 +
[[Real World Knowledge Advantages]],
 
[[Ubiquitous Gameplay]]
 
[[Ubiquitous Gameplay]]
  

Revision as of 08:12, 23 August 2012

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

This pattern is a still a stub.

Examples

The energy usage in a household is the primary input to the game Power Explorer, indirectly causing the players' everyday behavior affect the game through how much electrical energy their activities use.

Zombies, Run!

Anti-Examples

rock band

wii games

Using the pattern

Player-Location Proximity does not directly make Real Life Activities Affect Game State part of the gameplay of a game, but

Can Instantiate

Changes in Perception of Real World Phenomena due to Gameplay, Extra-Game Input, Pervasive Gameplay, Ubiquitous Gameplay

Can Modulate

-

Can Be Instantiated By

Physical Navigation, Player Physical Prowess

Extra-Game Input together with Pervasive Gameplay

Can Be Modulated By

Possible Closure Effects

-

Potentially Conflicting With

Mimetic Interfaces


Diegetic Aspects

Interface Aspects

Narrative Aspects

Consequences

Since Real Life Activities Affect Game State rewards those good at certain real world activities, knowledge of how to do those activities is beneficial for gameplay. This leads to games having this pattern to be likely to also have Real World Knowledge Advantages.

Relations

Can Instantiate

Changes in Perception of Real World Phenomena due to Gameplay, Extra-Game Input, Pervasive Gameplay, Real World Knowledge Advantages, Ubiquitous Gameplay

Can Modulate

-

Can Be Instantiated By

Physical Navigation, Player Physical Prowess

Extra-Game Input together with Pervasive Gameplay

Can Be Modulated By

-

Possible Closure Effects

-

Potentially Conflicting With

Mimetic Interfaces

History

Updated version of the pattern Real Life Activities Affect Game State 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

-