Social Adaptability

From gdp3
Revision as of 07:01, 13 October 2012 by Staffan Björk (Talk | contribs)

Jump to: navigation, search

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

Can Instantiate

Freedom of Choice

Can Modulate

-

Can Be Instantiated By

Difficulty Levels, Game Pauses, 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

Challenging Gameplay, Changes in Perception of Real World Phenomena due to Gameplay, Dedicated Game Facilitators, Mediated Gameplay, Player Physical Prowess, The Show Must Go On

History

New pattern created in this wiki.

References

-

Acknowledgements

-