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

Difficulty Levels


Challenging Gameplay The Show Must Go On Dedicated Game Facilitators

Can Instantiate

Freedom of Choice

Can Modulate

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Can Be Instantiated By

Interruptibility, Minimalized Social Weight, Negotiable Game Sessions, Negotiable Game Instance Duration, Player Decided Rule Setup, Self-Reported Positioning, Ubiquitous Gameplay

Configurable Gameplay Areas together with Self-Facilitated Games

Can Be Modulated By

Possible Closure Effects

Potentially Conflicting With

Changes in Perception of Real World Phenomena due to Gameplay, Mediated Gameplay, Player Physical Prowess

History

New pattern created in this wiki.

References

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Acknowledgements

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