Social Adaptability
From gdp3
Games that through their design easily can be modified for varying social contexts.
This pattern is a still a stub.
Examples
Using the pattern
Diegetic Aspects
Interface Aspects
Narrative Aspects
Consequences
Relations
Can Instantiate
Can Modulate
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Can Be Instantiated By
Difficulty Levels, Game Pauses, Interruptibility, Minimalized Social Weight, Negotiable Game Sessions, Negotiable Game Instance Duration, Player Decided Rule Setup, Self-Reported Positioning, Ubiquitous Gameplay
Configurable Gameplay Areas together with Self-Facilitated Games
Can Be Modulated By
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Possible Closure Effects
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Potentially Conflicting With
Challenging Gameplay, Changes in Perception of Real World Phenomena due to Gameplay, Dedicated Game Facilitators, Mediated Gameplay, Player Physical Prowess, The Show Must Go On
History
New pattern created in this wiki.
References
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Acknowledgements
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