Pervasive Gameplay: Difference between revisions
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== Relations == | == Relations == | ||
[[Non-Player Characters]] | |||
[[Real World Gameplay Spaces]] | |||
[[Alternate Reality Gameplay]] | |||
[[Ubiquitous Gameplay]] | |||
=== Can Instantiate === | === Can Instantiate === | ||
Revision as of 17:16, 2 October 2011
Gameplay that can co-exist or be integrated with other activities.
This pattern is a still a stub.
Markus definition
Jane's PhD
Examples
Using the pattern
Diegetic Aspects
Interface Aspects
Narrative Aspects
Consequences
Relations
Non-Player Characters Real World Gameplay Spaces Alternate Reality Gameplay Ubiquitous Gameplay
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
<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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