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Towards a theory of pervasive ludology: reflections on gameplay, rules, and space

机译:迈向普适性语言学的理论:对游戏玩法,规则和空间的反思

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In this article I describe and discuss the ontology of pervasive gaming, paying special attention to gameplay, rules and space. Taking rules as my starting point I initially discuss the term gameplay and divide it into two levels. One has to do with the more or less successful blend of rules and tactics, while the other hinges on the balance between free, exploration-based play and fixed, level-oriented gaming. Then I define the act of playing and being in play-mode as opposed to the act of gaming and being in game-mode in order to reflect on how these two simultaneous activities-in gameplay-profoundly influence the possibility space of current and future pervasive games. The second part of the article comments on the interplay of tangible and computational spatiality in pervasive gaming, and it all concludes in a number of concrete 'design heuristics' aimed at pervasive gamers and entrepreneurs.
机译:在本文中,我将描述和讨论普遍游戏的本体,并特别注意游戏玩法,规则和空间。我以规则为起点,首先讨论游戏玩法一词,并将其分为两个级别。一个与规则和策略的成功融合有关,而另一个则取决于免费的,基于探索的游戏与固定的,面向关卡的游戏之间的平衡。然后,我定义了玩游戏和处于游戏模式的行为,而不是游戏和处于游戏模式的行为,以反映这两个同时发生的活动(在游戏过程中)如何深刻影响当前和未来普及的可能性空间游戏。本文的第二部分评论了普适游戏中有形空间和计算空间的相互作用,并以针对普适游戏玩家和企业家的许多具体“设计启发法”作了总结。

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