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Collecting

The collecting pattern requires the player to locate and collect a digital object, often while traversing physical space.

In order for the collection to happen, some event (e.g. such as scanning of a QR tag, or approaching a geographical point to trigger a proximity event) in a specific real-world location) might have to occur. The result is the acquisition of digital object.

A player might have limited capacity to hold digital objects. This limitation might be used in order to allow for cooperation between players or to team forming in order to combine capacities. In any case, limitation in carrying capacity leads to strategic planning in order to be more efficient (e.g. make a smaller number of trips).

The collecting pattern structures the players' actions in smaller chunks and makes them more manageable.

Collecting can occur over a narrative backdrop, which rationalizes the necessity for locating and collecting a digital_object.

Collecting can be complemented by the combination pattern or be related to economic transaction patterns.

Example

The game Tangling is built around locating, collecting and placing digital tags on real exhibits in a museum of modern art.