Difference between revisions of "Self-Reported Positioning"

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[[Category:To be Published]]
 
[[Category:Patterns]]
 
[[Category:Patterns]]
[[Category:Needs work]]
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[[Category:Gameplay Adaptability Patterns]]
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[[Category:Interface Patterns]]
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[[Category:Platform Patterns]]
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[[Category:Pervasive Patterns]]
 
[[Category:Needs revision]]
 
[[Category:Needs revision]]
 
[[Category:Needs examples]]
 
[[Category:Needs examples]]
[[Category:Needs references]]
 
 
[[Category:Patterns created on the Wiki]]
 
[[Category:Patterns created on the Wiki]]
[[Category:Stub]]
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''Games where variations in players' physical locations are part of the gameplay but where the current locations are reported to the game by the players.''
[[Category:Staffan's current workpage]]
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''The one-sentence "definition" that should be in italics.''
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This pattern is a still a stub.
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Some games use the location of players as input of the game state but need this information to be reported to where the game state is stored. Games have [[Self-Reported Positioning]] when this is done by the explicit actions of players
  
=== Examples ===
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''Note: this pattern complies with the original definition of the concept of [[Self-Reported Positioning]] in that players choose what location to report and can thereby report locations far from where they actually are.''
  
Uncle Roy around You
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=== Examples ===
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[[Uncle Roy All Around You]] is the game that originated the concept of [[Self-Reported Positioning]]<ref name="benford"/>.
  
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==== Anti-Examples ====
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Location-based social network such as Foursquare<ref name="foursquare"/> and Gowalla<ref name="gowalla"/> let players check-in whenever they wish but the systems provide the actual information, so players cannot report other locations that ones where they actually are.
  
 
== Using the pattern ==
 
== Using the pattern ==
 
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[[Self-Reported Positioning]] requires that a game makes use of [[Player-Location Proximity]], but it is the easiest way to support this pattern since one only needs to make use of a communication system, not a sensing technology and a communication system.
=== Diegetic Aspects ===
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=== Interface Aspects ===
 
=== Interface Aspects ===
 
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[[Self-Reported Positioning]] is an [[:Category:Interface Patterns|Interface pattern]] since it makes players use an interface to tell the game system their  positions.
=== Narrative Aspects ===
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== Consequences ==
 
== Consequences ==
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[[Self-Reported Positioning]] provides a narrow form of [[Self-Facilitated Games]]. It however does so within a context where players report to some game system so it can also be seen as a way of modulating [[Mediated Gameplay]]. Since it loosens the requirements of where players actually are, it makes games with [[Player-Location Proximity]] have [[Casual Gameplay]]. This also helps provide [[Social Adaptability]] since players do not need to go places if they do not have the time or want, or do not want to disturb those in the locations.
  
 
== Relations ==
 
== Relations ==
[[Self-Facilitated Games]]
 
[[Pervasive Gameplay]]
 
 
 
=== Can Instantiate ===
 
=== Can Instantiate ===
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[[Self-Facilitated Games]],
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[[Social Adaptability]]
  
==== with ... ====
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==== with [[Player-Location Proximity]] ====
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[[Casual Gameplay]]
  
 
=== Can Modulate ===
 
=== Can Modulate ===
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[[Mediated Gameplay]],
 
[[Player-Location Proximity]]
 
[[Player-Location Proximity]]
  
 
=== Can Be Instantiated By ===
 
=== Can Be Instantiated By ===
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-
  
 
=== Can Be Modulated By ===
 
=== Can Be Modulated By ===
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-
  
 
=== Possible Closure Effects ===
 
=== Possible Closure Effects ===
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-
  
 
=== Potentially Conflicting With ===
 
=== Potentially Conflicting With ===
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-
  
 
== History ==
 
== History ==
An updated version of the pattern ''...'' that was part of the original collection in the book ''Patterns in Game Design''<ref name="Bjork & Holopainen 2004"/>.
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A pattern based upon the concept "Self-Reported Positioning", originally coined by the artist group Blast Theory and reseachers at the Mixed Reality Laboratory. See Benford et al. 2004<ref name="benford"/> for more details.
 
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''or''
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New pattern created in this wiki.
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== References ==
 
== References ==
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<references>
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<ref name="benford">Benford, S., Seager, W., Flintham, M., Anastasi, R., Rowland, D., Humble, J., Stanton, D., Bowers, J., Tandavanitj, N., Adams, M., Row Farr, J., Amanda Oldroyd, A., &
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Sutton, J. [http://www.mrl.nott.ac.uk/~sdb/research/downloadable%20papers/error%20of%20our%20ways.pdf The Error of Our Ways: The Experience of Self-Reported Position in a Location-Based Game]. In Proceedings of Ubicomp 2004.</ref>
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<ref name="gowalla">Wikipedia [http://en.wikipedia.org/wiki/Gowalla entry] for Gowalla.</ref>
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<ref name="foursquare">Wikipedia [http://en.wikipedia.org/wiki/Foursquare_(website) entry] for Foursquare.</ref>
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</references>
  
 
== Acknowledgements ==
 
== Acknowledgements ==
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Latest revision as of 06:34, 22 June 2014

Games where variations in players' physical locations are part of the gameplay but where the current locations are reported to the game by the players.

Some games use the location of players as input of the game state but need this information to be reported to where the game state is stored. Games have Self-Reported Positioning when this is done by the explicit actions of players

Note: this pattern complies with the original definition of the concept of Self-Reported Positioning in that players choose what location to report and can thereby report locations far from where they actually are.

Examples

Uncle Roy All Around You is the game that originated the concept of Self-Reported Positioning[1].

Anti-Examples

Location-based social network such as Foursquare[2] and Gowalla[3] let players check-in whenever they wish but the systems provide the actual information, so players cannot report other locations that ones where they actually are.

Using the pattern

Self-Reported Positioning requires that a game makes use of Player-Location Proximity, but it is the easiest way to support this pattern since one only needs to make use of a communication system, not a sensing technology and a communication system.

Interface Aspects

Self-Reported Positioning is an Interface pattern since it makes players use an interface to tell the game system their positions.

Consequences

Self-Reported Positioning provides a narrow form of Self-Facilitated Games. It however does so within a context where players report to some game system so it can also be seen as a way of modulating Mediated Gameplay. Since it loosens the requirements of where players actually are, it makes games with Player-Location Proximity have Casual Gameplay. This also helps provide Social Adaptability since players do not need to go places if they do not have the time or want, or do not want to disturb those in the locations.

Relations

Can Instantiate

Self-Facilitated Games, Social Adaptability

with Player-Location Proximity

Casual Gameplay

Can Modulate

Mediated Gameplay, Player-Location Proximity

Can Be Instantiated By

-

Can Be Modulated By

-

Possible Closure Effects

-

Potentially Conflicting With

-

History

A pattern based upon the concept "Self-Reported Positioning", originally coined by the artist group Blast Theory and reseachers at the Mixed Reality Laboratory. See Benford et al. 2004[1] for more details.

References

  1. 1.0 1.1 Benford, S., Seager, W., Flintham, M., Anastasi, R., Rowland, D., Humble, J., Stanton, D., Bowers, J., Tandavanitj, N., Adams, M., Row Farr, J., Amanda Oldroyd, A., & Sutton, J. The Error of Our Ways: The Experience of Self-Reported Position in a Location-Based Game. In Proceedings of Ubicomp 2004.
  2. Wikipedia entry for Foursquare.
  3. Wikipedia entry for Gowalla.

Acknowledgements

-