Social Adaptability

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Games that through their design easily can be modified for varying social contexts.

This pattern is a still a stub.

Examples

Using the pattern

Diegetic Aspects

Interface Aspects

Narrative Aspects

Consequences

Relations

Self-Facilitated Games Ubiquitous Gameplay Interruptibility Configurable Gameplay Areas Mediated Gameplay Negotiable Game Sessions Negotiable Game Instance Duration [[Changes in Perception of Real World Phenomena due to Gameplay] Minimalized Social Weight Player Physical Prowess Self-Reported Positioning

Can Instantiate

Freedom of Choice

with ...

Can Modulate

Can Be Instantiated By

Player Decided Rule Setup

Can Be Modulated By

Possible Closure Effects

Potentially Conflicting With

History

New pattern created in this wiki.

References

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Acknowledgements

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