Hybrid Gameplay Spaces: Difference between revisions

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Augmented Reality
Augmented Reality


=== Can Be Instantiated By ===
[[Real World Gameplay Spaces]]
=== Can Be Modulated By ===
[[Configurable Gameplay Areas]],
[[Player-Avatar Proximity]]


=== Diegetic Aspects ===
=== Diegetic Aspects ===
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== Consequences ==
== Consequences ==
=== Can Instantiate ===
[[Extra-Game Input]],
[[Pervasive Gameplay]]


== Relations ==
== Relations ==
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[[Extra-Game Input]],  
[[Extra-Game Input]],  
[[Pervasive Gameplay]]
[[Pervasive Gameplay]]
==== with ... ====


=== Can Modulate ===
=== Can Modulate ===
-


=== Can Be Instantiated By ===
=== Can Be Instantiated By ===
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=== Possible Closure Effects ===
=== Possible Closure Effects ===
-


=== Potentially Conflicting With ===
=== Potentially Conflicting With ===
-


== History ==
== History ==

Revision as of 13:53, 10 April 2012

The one-sentence "definition" that should be in italics.

This pattern is a still a stub.

Examples

Human PacMan Boktai (?)

Using the pattern

Augmented Reality

Can Be Instantiated By

Real World Gameplay Spaces

Can Be Modulated By

Configurable Gameplay Areas, Player-Avatar Proximity

Diegetic Aspects

Interface Aspects

Narrative Aspects

Consequences

Can Instantiate

Extra-Game Input, Pervasive Gameplay

Relations

Can Instantiate

Extra-Game Input, Pervasive Gameplay

Can Modulate

-

Can Be Instantiated By

Real World Gameplay Spaces

Can Be Modulated By

Configurable Gameplay Areas, Player-Avatar Proximity

Possible Closure Effects

-

Potentially Conflicting With

-

History

Updated and renamed version of the pattern Hybrid Spaces first described in the report Game Design Patterns for Mobile Games<ref name="Davidsson2004"/>.

References

<references> <ref name="Davidsson2004">Davidsson, O., Peitz, J. & Björk, S. (2004). Game Design Patterns for Mobile Games. Project report to Nokia Research Center, Finland.</ref> </references>

Acknowledgements

-