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- [[Virtual Co-Presence]] (from Aesthetical Gameplay Patterns paper) --[[User:Staffan Björk|Staffa45 KB (6,258 words) - 09:28, 24 November 2023
- ...in a group throughout the levels, the games promote the dynamic pattern [[Virtual Co-Presences]] between the players. This in turn means that players are lik26 KB (4,124 words) - 10:03, 13 May 2022
- ...tion (video game) series|Civilization series]] or [[World of Warcraft]]. [[Virtual Co-Presences]] also supports this, and can be encouraged by [[Geospatial Ga [[Virtual Co-Presences]],30 KB (4,181 words) - 13:39, 1 April 2022
- <ref name="bartle">Bartle, R. (2003). ''Designing Virtual Worlds''. New Riders. pp. 407. ISBN 0-1310-1816-7.</ref>7 KB (1,027 words) - 18:51, 3 August 2015
- ...r-Artifact Proximity]]. Note that artifacts can be either physical ones or virtual ones that are somehow given a location in the physical space.5 KB (652 words) - 09:43, 23 October 2012
- ...y]] feature can only occur in games where players' locations are mapped to virtual environment (or vice versa) but then give players an additional level of co ...where a player navigating the real world can team up with one navigating a virtual one to complete tasks.4 KB (537 words) - 08:48, 9 November 2012
- ...ximity, either because they [[Unmediated Social Interaction]] or [[Virtual Co-Presence]] can increase the feeling of players having the experience of [[Mutual FUB [[Virtual Co-Presence]]4 KB (579 words) - 13:59, 11 August 2015