System and context - on a discernable source of emergent game play and the process-oriented method
Abstract
Mobile games are based on the physical movement of
players in a game world, combining real world with virtual dimensions.
As the real world defies control, the magic circle, the border of the
game world, becomes permeable for influences of everyday life. Neither
the players nor the designers nor the researchers are able to foresee
and fully control the consequences of players' actions in this world. In
our paper we introduce a case study. Within this empirical study the
difference between the game as a system on the one hand and the context
of play on the other hand becomes discernable as a source of emergent
game play. We then elaborate on its meaning for the process-oriented
method.
Origin | Files produced by the author(s) |
---|
Loading...