Designing for Immediate Play
- Martin Pichlmair,
- Lena Mech,
Publikation:
Konference artikel i Proceeding eller bog/rapport kapitel
Konferencebidrag i proceedings
Peer-reviewOpen Access
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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-reviewUndertitel på værtspublikation
FDG '17Originalsprog
EngelskArtikelnummer
20Publikationsmilepæle
- Udgivet - 2017
Publikationsstatus
Udgivet - 2017
Forlag
Association for Computing Machinery, USAISBN (Trykt)
978-1-4503-5319-9Publication IDs
- Scopus: 85030767758
Titel på værtspublikation
Proceedings of the 12th International Conference on the Foundations of Digital GamesMetrikker
PlumX, åbner i en ny fane
Antal citationer
3
Hentninger
16
Adgang til dokumenter
Relateret event
Titel
International Conference on the Foundations of Digital Games
Begivenhedstype
KonferenceLinks
Grad af anerkendelse
International begivenhedDato
14/08/2017 - 17/08/2017Lokation
HyannisUSA
