Difference between revisions of "Ubiquitous Gameplay"

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This pattern is a still a stub.
 
This pattern is a still a stub.
 
Jane's PhD
 
  
 
Something by us?
 
Something by us?
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=== Examples ===
 
=== Examples ===
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Assassin
  
 
== Using the pattern ==
 
== Using the pattern ==
  
no technology or  
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There are two main issues to making it possible to take part of the gameplay of a game without limiting it to specific locations or setups. One concerns how to handle the presence or lack of presences of other players and the other concerns how to handle the need for technological platforms.
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While the easiest way to
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[[Single-Player Games]]
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One is to avoid the use of technology and the other is to make use of mobile technology to enable this.
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mobile technology
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Another trichotomy, based on designers' intent to create games for exploratory, disruptive or commercial purposes, divide these games into ''ubicomp games'', ''pervasive games'', and ''ubiquitous games''<ref name="mcgonigal"/>). As this other trichotomy shows, [[Ubiquitous Gameplay]] shared and has overlapping characteristics with other classifications of gameplay, e.g. [[Alternate Reality Gameplay]] and [[Pervasive Gameplay]], and game designers using one may benefit from consulting all of these.
  
 
=== Diegetic Aspects ===
 
=== Diegetic Aspects ===
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== References ==
 
== References ==
 
<references>
 
<references>
<ref name="Bjork & Holopainen 2004">Björk, S. & Holopainen, J. (2004) ''Patterns in Game Design''. Charles River Media. ISBN1-58450-354-8.</ref>
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<ref name="mcgonigal">McGonigal, J. (2006). ''This Might Be a Game: Ubiquitous Play and Performance at the Turn of the Twenty-First Century''. PhD thesis in performance studies, University of California.</ref>
 
</references>
 
</references>
  
 
== Acknowledgements ==
 
== Acknowledgements ==
 
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Revision as of 07:19, 2 October 2011

Gameplay which is possible in most locations and without requiring significant adjustments to these locations.

This pattern is a still a stub.

Something by us?


Examples

Assassin

Using the pattern

There are two main issues to making it possible to take part of the gameplay of a game without limiting it to specific locations or setups. One concerns how to handle the presence or lack of presences of other players and the other concerns how to handle the need for technological platforms.

While the easiest way to

Single-Player Games

One is to avoid the use of technology and the other is to make use of mobile technology to enable this.


Another trichotomy, based on designers' intent to create games for exploratory, disruptive or commercial purposes, divide these games into ubicomp games, pervasive games, and ubiquitous games[1]). As this other trichotomy shows, Ubiquitous Gameplay shared and has overlapping characteristics with other classifications of gameplay, e.g. Alternate Reality Gameplay and Pervasive Gameplay, and game designers using one may benefit from consulting all of these.

Diegetic Aspects

Interface Aspects

Narrative Aspects

Consequences

Relations

Can Instantiate

with ...

Can Modulate

Can Be Instantiated By

Can Be Modulated By

Possible Closure Effects

Potentially Conflicting With

History

New pattern created in this wiki.

References

  1. McGonigal, J. (2006). This Might Be a Game: Ubiquitous Play and Performance at the Turn of the Twenty-First Century. PhD thesis in performance studies, University of California.

Acknowledgements

-