Ubiquitous Gameplay

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

This pattern is a still a stub.

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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

Real World Gameplay Spaces

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

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