Difference between revisions of "Ubiquitous Gameplay"

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(Can Instantiate)
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[[Category:Patterns created on the Wiki]]
 
[[Category:Patterns created on the Wiki]]
 
[[Category:Stub]]
 
[[Category:Stub]]
''Gameplay which is possible in most locations and without requiring significant adjustments to these locations.''
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''Gameplay which is possible at most times and in most locations and without requiring significant adjustments to these locations.''
  
 
This pattern is a still a stub.
 
This pattern is a still a stub.
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Assassin
 
Assassin
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Dancing Dervishes
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== Using the pattern ==
 
== Using the pattern ==
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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.
 
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.
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[[Extra-Game Input]]
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[[Extra-Game Consequences]]
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=== Diegetic Aspects ===
 
=== Diegetic Aspects ===
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== Consequences ==
 
== Consequences ==
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Although not all [[Ubiquitous Gameplay]] is intended to be casual, games including the pattern do help meet the requirement of [[Casual Gameplay]] since they make lower the thresholds for beginning to play.
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Even if [[Ubiquitous Gameplay]] can be based around [[Extra-Game Input]] and [[Extra-Game Consequences|Consequences]], it can be more or less impossible to avoid unexpected types of [[Extra-Game Input]] and [[Extra-Game Consequences|Consequences]]. This means that games with [[Ubiquitous Gameplay]] should be treated as instantiating these patterns in addition to being able to be modified by them.
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== Relations ==
 
== Relations ==
  
 
=== Can Instantiate ===
 
=== Can Instantiate ===
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[[Casual Gameplay]],
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[[Extra-Game Consequences]],
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[[Extra-Game Input]],
 
[[Real World Gameplay Spaces]]
 
[[Real World Gameplay Spaces]]
  
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=== Can Be Modulated By ===
 
=== Can Be Modulated By ===
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[[Extra-Game Consequences]],
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[[Extra-Game Input]]
  
 
=== Possible Closure Effects ===
 
=== Possible Closure Effects ===

Revision as of 07:36, 2 October 2011

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

This pattern is a still a stub.

Something by us?


Examples

Assassin

Dancing Dervishes


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.


Extra-Game Input Extra-Game Consequences


Diegetic Aspects

Interface Aspects

Narrative Aspects

Consequences

Although not all Ubiquitous Gameplay is intended to be casual, games including the pattern do help meet the requirement of Casual Gameplay since they make lower the thresholds for beginning to play.


Even if Ubiquitous Gameplay can be based around Extra-Game Input and Consequences, it can be more or less impossible to avoid unexpected types of Extra-Game Input and Consequences. This means that games with Ubiquitous Gameplay should be treated as instantiating these patterns in addition to being able to be modified by them.


Relations

Can Instantiate

Casual Gameplay, Extra-Game Consequences, Extra-Game Input, Real World Gameplay Spaces

Can Modulate

Can Be Instantiated By

Can Be Modulated By

Extra-Game Consequences, Extra-Game Input

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

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