Crossmedia Gameplay: Difference between revisions
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== Relations == | == Relations == | ||
=== Can Instantiate === | |||
[[Alternate Reality Gameplay]], | |||
[[Real World Gameplay Spaces]] | [[Real World Gameplay Spaces]] | ||
=== Can Modulate === | === Can Modulate === | ||
- | |||
=== Can Be Instantiated By === | === Can Be Instantiated By === | ||
[[Auxiliary Game Screens]], | |||
[[Connected Games]] | |||
=== Can Be Modulated By === | === Can Be Modulated By === | ||
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=== Possible Closure Effects === | === Possible Closure Effects === | ||
- | |||
=== Potentially Conflicting With === | === Potentially Conflicting With === | ||
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== History == | == History == | ||
Revision as of 08:50, 28 September 2011
The one-sentence "definition" that should be in italics.
This pattern is a still a stub.
Examples
Using the pattern
Diegetic Aspects
Interface Aspects
Narrative Aspects
Consequences
Relations
Can Instantiate
Alternate Reality Gameplay, Real World Gameplay Spaces
Can Modulate
-
Can Be Instantiated By
Auxiliary Game Screens, Connected Games
Can Be Modulated By
-
Possible Closure Effects
-
Potentially Conflicting With
-
History
New pattern created in this wiki.
References
<references> <ref name="Bjork & Holopainen 2004">Björk, S. & Holopainen, J. (2004) Patterns in Game Design. Charles River Media. ISBN1-58450-354-8.</ref> </references>
Acknowledgements
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