Real Life Activities Affect Game State: Difference between revisions

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==== Anti-Examples ====
==== Anti-Examples ====


rock band


wii games


== Using the pattern ==
== Using the pattern ==
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== History ==
== History ==
An updated version of the pattern ''...'' that was part of the original collection in the book ''Patterns in Game Design''<ref name="Bjork & Holopainen 2004"/>.
Updated version of the pattern ''Player-Artifact Proximity'' first described in the report ''Game Design Patterns for Mobile Games''<ref name="Davidsson2004"/>.
 
''or''
 
New pattern created in this wiki.


== References ==
== 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 ==
== Acknowledgements ==
-

Revision as of 07:52, 23 August 2012

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

This pattern is a still a stub.

Examples

The energy usage in a household is the primary input to the game Power Explorer, indirectly causing the players' everyday behavior affect the game through how much electrical energy their activities use.

Zombie Run

Anti-Examples

rock band

wii games

Using the pattern

Player-Location Proximity does not directly make Real Life Activities Affect Game State part of the gameplay of a game, but


Diegetic Aspects

Interface Aspects

Narrative Aspects

Consequences

Relations

Can Instantiate

Changes in Perception of Real World Phenomena due to Gameplay, Extra-Game Input, Pervasive Gameplay, Ubiquitous Gameplay

Can Modulate

-

Can Be Instantiated By

Physical Navigation, Player Physical Prowess

Extra-Game Input together with Pervasive Gameplay

Can Be Modulated By

-

Possible Closure Effects

-

Potentially Conflicting With

Mimetic Interfaces

History

Updated version of the pattern Player-Artifact Proximity 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

-