Difference between revisions of "Seamful Gameplay"

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== Relations ==
 
== Relations ==
[[Player-Location Proximity]]
 
 
[[Game Mastery]]
 
[[Game Mastery]]
 
[[Gameplay Changes Perception of Real World Phenomena]]
 
[[Gameplay Changes Perception of Real World Phenomena]]
 +
 +
[[Stealth]]
 +
 +
volatile relation
 +
[[Ubiquitous Gameplay]]
  
 
=== Can Instantiate ===
 
=== Can Instantiate ===
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=== Can Modulate ===
 
=== Can Modulate ===
 +
[[Player-Location Proximity]]
  
 
=== Can Be Instantiated By ===
 
=== Can Be Instantiated By ===

Revision as of 07:51, 22 August 2012

Games where explicit knowledge of the coverage areas of underlying sensing technologies provide gameplay advantages.

This pattern is a still a stub.

Examples

Treasure

Can You See Me Now?

Using the pattern

Diegetic Aspects

Interface Aspects

Narrative Aspects

Consequences

Relations

Game Mastery Gameplay Changes Perception of Real World Phenomena

Stealth

volatile relation Ubiquitous Gameplay

Can Instantiate

with ...

Can Modulate

Player-Location Proximity

Can Be Instantiated By

Can Be Modulated By

Possible Closure Effects

Potentially Conflicting With

History

A pattern based upon the concept of seamful design which was introduced in the paper Gaming on the Edge: Using Seams in Ubicomp Games[1].

References

  1. Chalmers, M., Bell, M., Brown, B., Hall, M., Sherwood, S. & Tennen, P. (2005).Gaming on the Edge: Using Seams in Ubicomp Games. Proceedings of the 2005 ACM SIGCHI International Conference on Advances in computer entertainment technology.

Acknowledgements

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