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Designing for Immediate Play

Publikation:
Konference artikel i Proceeding eller bog/rapport kapitel
Konferencebidrag i proceedings
Peer-review

Open Access

Resume

This paper is concerned with designing for immediate play, the experience that a player has when joining a game designed for being played without particular preparation. Museum games, urban games, casual sports, and ad-hoc multiplayer video games are kinds of games that facilitate immediate play situations. After a detailed explanation of immediate play, we analyze the context of the immediate play situation, which is mostly characterized by an overlap between different realities of the experience. The article continues by describing various design dimensions and outlining the design space those offer using examples and expert opinions. While most practices and game examples mentioned in this paper are from non-digital games, a special focus is put on the role of technology in immediately playable experiences. Still, the examined design dimensions are independent of the technological foundation of the game. This paper provides a starting point for designing better immediate play situations.

Publikation information

Produktionstype

Publikation:
Konference artikel i Proceeding eller bog/rapport kapitel
Konferencebidrag i proceedings
Peer-review

Undertitel på værtspublikation

FDG '17

Originalsprog

Engelsk

Artikelnummer

20

Publikationsmilepæle

  • Udgivet - 2017

Publikationsstatus

Udgivet - 2017

Forlag

Association for Computing Machinery, USA
978-1-4503-5319-9

Publication IDs

  • Scopus: 85030767758

Titel på værtspublikation

Proceedings of the 12th International Conference on the Foundations of Digital Games

Metrikker

PlumX, åbner i en ny fane

Antal citationer
3
Hentninger
16

Relateret event

Titel

International Conference on the Foundations of Digital Games

Begivenhedstype

Konference

Grad af anerkendelse

International begivenhed

Dato

14/08/2017 - 17/08/2017

Lokation

HyannisUSA