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        <title>Design of location-based mobile games</title>
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        <title>Design of location-based mobile games</title>
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        <dc:date>2017-09-19T16:28:36+03:00</dc:date>
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        <title>en:patterns:against_time</title>
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        <description>Against time

Against time provides a  where players act under pressure of time. 

The time challenge might be absolute, e.g. reaching a specific location in a specific time, or relative to other events, e.g. before a competitor, or before a real-world event.

As in any , player performance against time can be valued with an</description>
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        <dc:date>2017-09-08T20:11:15+03:00</dc:date>
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        <title>en:patterns:spatial_structure</title>
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        <description>Spatial structure

A location-based mobile game depends on the characteristics of the physical space in which it takes place. In the same time it imposes a superstructure on the physical space that relates to the game only. This superstructure contains sections, areas, points etc., that may have special meaning in the frame of the game. Superstructures of physical locations may be designated in various ways:</description>
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        <dc:date>2016-03-09T20:16:00+03:00</dc:date>
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        <title>en:patterns:information_awareness</title>
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        <description>Information awareness

The pattern refers whether and how much information will be concealed from or revealed to the players by the game. 

Information that is hidden can be disclosed to players when certain conditions are met. 

In this pattern, information</description>
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        <dc:date>2016-03-03T17:06:08+03:00</dc:date>
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        <description>Balance challenge and available options

This is a broad pattern that relates to the abilities of the specific player target group. It is more related to general game design considerations than a specific design pattern per se.  should best be balanced against the abilities of the players so that the game maintains the interest of the players. In single player games this is more pronounced than in multiplayer games. Challenge single player games is often determined by hiding information from the…</description>
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        <description>This wiki contains tools to support the design of location-based mobile games. The tools are the result of research that was conducted by the Human-Computer Interaction Group (HCI Group) at the University of Patras, Greece, by  Christos Sintoris,  Nikoleta Yiannoutsou, Prof. Nikolaos Avouris and a number of undergraduate students as well as other graduate students.</description>
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        <description>Games

A number of location-based mobile games have been developed by members of the HCI Group.

	*  MuseumScrabble
	*  MuseumQuest
	*  Invisible Cities: Rebels Vs. Spies
	*  Benaki MuseumScrabble
	*  CityScrabble
	*  InvadersZone
	*  CarnivalScrabble
	*  Taggling</description>
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        <description>Games

A number of location-based mobile games have been developed by members of the HCI Group.

	*  MuseumScrabble
	*  MuseumQuest
	*  Invisible Cities: Rebels Vs. Spies
	*  Benaki MuseumScrabble
	*  CityScrabble
	*  InvadersZone
	*  CarnivalScrabble
	*  Tangling</description>
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        <dc:date>2015-12-16T10:58:15+03:00</dc:date>
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        <title>en:heuristics:designheuristics_en.pdf - created</title>
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