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        <title>Design of location-based mobile games en:patterns</title>
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        <title>Design of location-based mobile games</title>
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        <dc:date>2021-05-30T11:44:28+03:00</dc:date>
        <title>en:patterns:actions_influence_narrative</title>
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        <description>Actions influence narrative

Narrative flow is affected by player actions.

This can mean that players receive different information or are moving towards different endings endings. Also the NPCs might behave differently.

----------

Related patterns

Narrative flow

----------

Related heuristics</description>
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        <dc:date>2021-05-30T11:44:28+03:00</dc:date>
        <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>2021-05-30T11:44:28+03:00</dc:date>
        <title>en:patterns:balance_challenge_and_available_options</title>
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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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        <dc:date>2021-05-30T11:44:28+03:00</dc:date>
        <title>en:patterns:balance_cooperation_and_competition</title>
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        <description>Balance cooperation and competition

The players' decision to cooperate or to compete can lead to different strategies. Players could form teams in order to pursue a common goal or a common strategy. Team forming and cooperation could be fine-balanced through a system of rewards (or penalties).</description>
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        <dc:date>2021-05-30T11:44:28+03:00</dc:date>
        <title>en:patterns:bluff</title>
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        <description>Bluff

Bluffing is a tactic where a person deceives their opponents on purpose in order to gain an advantage. A game can be designed in order to allow for bluffing to . 

As a design pattern bluffing requires that the players be able to conceal information from their co-players. Complex behaviours and</description>
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        <dc:date>2021-05-30T11:44:28+03:00</dc:date>
        <title>en:patterns:board_game</title>
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        <description>Based on: Board games

Adaptation from board games is a quite straight-forward pattern for many location-based mobile games. Many early games where adaptations of board games (e.g. Geo tic tac toe). 

In most cases though, the modifications in the rules that are required for a good adaptation is not straightforward.</description>
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        <dc:date>2021-05-30T11:44:28+03:00</dc:date>
        <title>en:patterns:climax</title>
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        <description>Climax

Climax is a stage of the game (often final), where the game concludes, information is disclosed, a winner is decided, etc. Climax is a pattern with strong influence from narrative technique. Narrative can imply and lead to a forthcoming climax.

The climax</description>
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        <dc:date>2021-05-30T11:44:28+03:00</dc:date>
        <title>en:patterns:co-locality</title>
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        <description>Co-locality

The players have to coordinate in physical space in order to complete a task. Co-locality presupposes a  game.

With co-locality the players have to physically be present and in proximity to each other in a predefined location in order to jointly carry out a game action. A real world example of this is the</description>
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        <dc:date>2021-05-30T11:44:28+03:00</dc:date>
        <title>en:patterns:collecting</title>
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        <description>Collecting

The collecting pattern requires the player to explore an area and locate and collect a digital object. Often collecting requires physical space to be traversed.

In order for the collection to happen, some event in a specific real-world location might have to occur. Examples are the scanning of a QR tag</description>
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        <dc:date>2021-05-30T11:44:28+03:00</dc:date>
        <title>en:patterns:combining</title>
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        <description>Combine objects

In this simple pattern the player combines digital objects. The combination of objects suggests some form of narrative. In order to combine objects, the player needs to have a conception about their role and affordances in the context of the game.

Object combination</description>
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        <dc:date>2021-05-30T11:44:28+03:00</dc:date>
        <title>en:patterns:common_space</title>
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        <description>Common space

This pattern puts players in the same physical space. By being physically close, players can talk and listen to conversations and they can observe each other.

The presence of players in the same physical space (e.g. a room in a museum) allows for patterns which rely on</description>
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        <dc:format>text/html</dc:format>
        <dc:date>2021-05-30T11:44:28+03:00</dc:date>
        <title>en:patterns:competition</title>
        <link>https://hci.ece.upatras.gr/l-bags/doku.php?id=en:patterns:competition&amp;rev=1622364268&amp;do=diff</link>
        <description>Competition

This pattern is about competition between players or teams of players. Competition might be used as a  or .

It might be implemented between single players, or between teams of players or a mix of the two.

Competition as a  allows players to decide whether and how to compete during the game on the basis of some</description>
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        <dc:date>2021-05-30T11:44:28+03:00</dc:date>
        <title>en:patterns:competition_for_limited_resources</title>
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        <description>Competition for limited resources

Players compete for resources.

Instead of direct competition as for example in a race, competition for limited resources creates pressure over a sparse resource. Competition for limited resources lets strategic behaviours emerge. For example, if the resources are spread in a area, players might try to prevent their opponents from accessing a resource by physically</description>
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        <dc:date>2021-05-30T11:44:28+03:00</dc:date>
        <title>en:patterns:conquer-defend</title>
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        <description>Conquer-defend

The players try to conquer or defend an area or a mark in physical space.

The pattern is used commonly in videogames and in street games where players try to capture the mark of the opposing team. If the mark is stationary, it is referred to as flag. When it is moving, it is usually referred to as</description>
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        <dc:date>2021-05-30T11:44:28+03:00</dc:date>
        <title>en:patterns:cooperation</title>
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        <description>Cooperation

This pattern is about cooperation between players or teams of players. Cooperation might be used as a  or .

It might be implemented between single players, or between teams of players or a mix of the two.

Cooperation as a  allows players to decide whether and how to cooperate during the game on the basis of some</description>
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        <dc:format>text/html</dc:format>
        <dc:date>2021-05-30T11:44:28+03:00</dc:date>
        <title>en:patterns:dexterity</title>
        <link>https://hci.ece.upatras.gr/l-bags/doku.php?id=en:patterns:dexterity&amp;rev=1622364268&amp;do=diff</link>
        <description>Επιδεξιότητα

Προκλήσεις που αφορούν dexterity. Ο παίχτης πρέπει να έχει ικανότητες σχετικές με dexterity, ευελιξία, ταχύτητα, επιφυλακή, ταχύτητα, προσανατολισμό κλπ.</description>
    </item>
    <item rdf:about="https://hci.ece.upatras.gr/l-bags/doku.php?id=en:patterns:digital_object&amp;rev=1622364268&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2021-05-30T11:44:28+03:00</dc:date>
        <title>en:patterns:digital_object</title>
        <link>https://hci.ece.upatras.gr/l-bags/doku.php?id=en:patterns:digital_object&amp;rev=1622364268&amp;do=diff</link>
        <description>Digital object

Digital (virtual) objects exist in the game world. They might appear with graphics on the screen of the device.

A digital objects may have value only in relation to the game world. Players might be able to act on a digital object in various ways:</description>
    </item>
    <item rdf:about="https://hci.ece.upatras.gr/l-bags/doku.php?id=en:patterns:economic_transactions&amp;rev=1622364268&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2021-05-30T11:44:28+03:00</dc:date>
        <title>en:patterns:economic_transactions</title>
        <link>https://hci.ece.upatras.gr/l-bags/doku.php?id=en:patterns:economic_transactions&amp;rev=1622364268&amp;do=diff</link>
        <description>Economic transactions

The pattern concerns a range of transactions such as trading, exchanging, auctioning.

Economic transactions may concern digital objects or information. Use of such patterns might require the application of some strategy from the part of the player.</description>
    </item>
    <item rdf:about="https://hci.ece.upatras.gr/l-bags/doku.php?id=en:patterns:ending_condition&amp;rev=1622364268&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2021-05-30T11:44:28+03:00</dc:date>
        <title>en:patterns:ending_condition</title>
        <link>https://hci.ece.upatras.gr/l-bags/doku.php?id=en:patterns:ending_condition&amp;rev=1622364268&amp;do=diff</link>
        <description>Ending condition

A condition for ending the game.

There might be an explicitly stated ending condition, which, in games of competition, might lead to a win, a loss, or a draw. Other games might be open-ended, e.g. Geocaching.

In games where players have different roles, there might exist different</description>
    </item>
    <item rdf:about="https://hci.ece.upatras.gr/l-bags/doku.php?id=en:patterns:equipment&amp;rev=1622364268&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2021-05-30T11:44:28+03:00</dc:date>
        <title>en:patterns:equipment</title>
        <link>https://hci.ece.upatras.gr/l-bags/doku.php?id=en:patterns:equipment&amp;rev=1622364268&amp;do=diff</link>
        <description>Equipment

This is another  and is more related to  issues. 

It concerns the game-related equipment that is available to the players. The players use the equipment to perform actions in the context of the game. Equipment refers to the physical device and its capabilities.</description>
    </item>
    <item rdf:about="https://hci.ece.upatras.gr/l-bags/doku.php?id=en:patterns:exploring&amp;rev=1622364268&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2021-05-30T11:44:28+03:00</dc:date>
        <title>en:patterns:exploring</title>
        <link>https://hci.ece.upatras.gr/l-bags/doku.php?id=en:patterns:exploring&amp;rev=1622364268&amp;do=diff</link>
        <description>Exploring

The exploring pattern requires the player to traverse and interact with physical space.

Exploration of a physical space is a simple and powerful pattern. It offers possibilities for combination with other patterns. For example, revealing parts of a map-tool, or finding and</description>
    </item>
    <item rdf:about="https://hci.ece.upatras.gr/l-bags/doku.php?id=en:patterns:fog_of_war&amp;rev=1622364268&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2021-05-30T11:44:28+03:00</dc:date>
        <title>en:patterns:fog_of_war</title>
        <link>https://hci.ece.upatras.gr/l-bags/doku.php?id=en:patterns:fog_of_war&amp;rev=1622364268&amp;do=diff</link>
        <description>Fog of war

Fog of war hides the actions or status the players who are beyond a certain range. 

Strategy or combat videogames often employ this pattern (finer variations such as shroud vs. fog can be found in these games). The pattern is more meaningful for game areas where the other players might physically be out of range of visibility. Those could be large areas, or areas that are separated, such as rooms or floors in a building. As the distance of players from other players or from points o…</description>
    </item>
    <item rdf:about="https://hci.ece.upatras.gr/l-bags/doku.php?id=en:patterns:help_and_support&amp;rev=1622364268&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2021-05-30T11:44:28+03:00</dc:date>
        <title>en:patterns:help_and_support</title>
        <link>https://hci.ece.upatras.gr/l-bags/doku.php?id=en:patterns:help_and_support&amp;rev=1622364268&amp;do=diff</link>
        <description>Help and support

Help and support is a  concerns the support of players or their ability to ask for help.

It can be

	*  integrated in the game narrative and can be offered by NPCs,
	*  accessed through the game interface,
	*  offered by a human moderator.

Help and support</description>
    </item>
    <item rdf:about="https://hci.ece.upatras.gr/l-bags/doku.php?id=en:patterns:immersion&amp;rev=1622364268&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2021-05-30T11:44:28+03:00</dc:date>
        <title>en:patterns:immersion</title>
        <link>https://hci.ece.upatras.gr/l-bags/doku.php?id=en:patterns:immersion&amp;rev=1622364268&amp;do=diff</link>
        <description>Immersion mechanisms

This  concerns technologies that can be used to enhance player immersion in location-based mobile games.

The following is a list of examples of techniques or equipment that can be used to enhance immersion.

	*  contextual cues: environmental or contextual sounds that depend on the players'</description>
    </item>
    <item rdf:about="https://hci.ece.upatras.gr/l-bags/doku.php?id=en:patterns:information_awareness&amp;rev=1622364268&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2021-05-30T11:44:28+03:00</dc:date>
        <title>en:patterns:information_awareness</title>
        <link>https://hci.ece.upatras.gr/l-bags/doku.php?id=en:patterns:information_awareness&amp;rev=1622364268&amp;do=diff</link>
        <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>
    </item>
    <item rdf:about="https://hci.ece.upatras.gr/l-bags/doku.php?id=en:patterns:interaction_with_the_digital_world&amp;rev=1622364268&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2021-05-30T11:44:28+03:00</dc:date>
        <title>en:patterns:interaction_with_the_digital_world</title>
        <link>https://hci.ece.upatras.gr/l-bags/doku.php?id=en:patterns:interaction_with_the_digital_world&amp;rev=1622364268&amp;do=diff</link>
        <description>Interaction in virtual space

Players use their equipment to interact with the digital world.

Interaction virtual space in a location-based mobile games may happen implicitly. For example, the movement of a player in the real world may  events that change the state of the game.</description>
    </item>
    <item rdf:about="https://hci.ece.upatras.gr/l-bags/doku.php?id=en:patterns:interaction_with_the_physical_world&amp;rev=1622364268&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2021-05-30T11:44:28+03:00</dc:date>
        <title>en:patterns:interaction_with_the_physical_world</title>
        <link>https://hci.ece.upatras.gr/l-bags/doku.php?id=en:patterns:interaction_with_the_physical_world&amp;rev=1622364268&amp;do=diff</link>
        <description>Interaction in physical space

Players interact in physical space or with objects in physical space.

Interaction can happen explicitly, e.g. by operating a handheld device in order to scan a QR tag, or implicitly by registering player movement in space.

----------</description>
    </item>
    <item rdf:about="https://hci.ece.upatras.gr/l-bags/doku.php?id=en:patterns:learning&amp;rev=1622364268&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2021-05-30T11:44:28+03:00</dc:date>
        <title>en:patterns:learning</title>
        <link>https://hci.ece.upatras.gr/l-bags/doku.php?id=en:patterns:learning&amp;rev=1622364268&amp;do=diff</link>
        <description>Τροχιές μάθησης

Συσχέτιση του παιχνιδιού ή κάποιου στοιχείου του παιχνιδιού ή κάποιου μοτίβου του παιχνιδιού με μάθηση.

	*  εκμάθηση κάποιας πληροφορίας (factual μάθηση.</description>
    </item>
    <item rdf:about="https://hci.ece.upatras.gr/l-bags/doku.php?id=en:patterns:locating&amp;rev=1622364268&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2021-05-30T11:44:28+03:00</dc:date>
        <title>en:patterns:locating</title>
        <link>https://hci.ece.upatras.gr/l-bags/doku.php?id=en:patterns:locating&amp;rev=1622364268&amp;do=diff</link>
        <description>Locating

Locating an object is a primitive interaction pattern in location-based mobile games. 

review

The players attempt to locate an object in the real word. The term “object” is used in an expanded sense. It includes actual things, which may have an intrinsic value (exhibits, paintings, statues etc.) or maybe have special meaning only in the context of the game. It also includes locations or areas (e.g. a playground, a city block or a square etc.).</description>
    </item>
    <item rdf:about="https://hci.ece.upatras.gr/l-bags/doku.php?id=en:patterns:moderator&amp;rev=1622364268&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2021-05-30T11:44:28+03:00</dc:date>
        <title>en:patterns:moderator</title>
        <link>https://hci.ece.upatras.gr/l-bags/doku.php?id=en:patterns:moderator&amp;rev=1622364268&amp;do=diff</link>
        <description>Συντονιστής / game master

Ένας εξωτερικός moderator για το παιχνίδι που επιβάλει τους κανόνες ή ρυθμίζει το παιχνίδι με κάποιο τρόπο

Συντονίζει το παιχνίδι, κυρίως σε παιχνίδια</description>
    </item>
    <item rdf:about="https://hci.ece.upatras.gr/l-bags/doku.php?id=en:patterns:motivation&amp;rev=1622364268&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2021-05-30T11:44:28+03:00</dc:date>
        <title>en:patterns:motivation</title>
        <link>https://hci.ece.upatras.gr/l-bags/doku.php?id=en:patterns:motivation&amp;rev=1622364268&amp;do=diff</link>
        <description>Κίνητρα

Τα κίνητρα αφορούν

	*  τους λόγους για τους οποίους οι παίχτες αποφασίζουν να συμμετέχουν στο παιχνίδι
	*  το πως οι παίχτες διατηρούν ενδιαφέρον για να συνεχίσουν να παίζουν το παιχνίδι και να επιτύχουν τους</description>
    </item>
    <item rdf:about="https://hci.ece.upatras.gr/l-bags/doku.php?id=en:patterns:narrative&amp;rev=1622364268&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2021-05-30T11:44:28+03:00</dc:date>
        <title>en:patterns:narrative</title>
        <link>https://hci.ece.upatras.gr/l-bags/doku.php?id=en:patterns:narrative&amp;rev=1622364268&amp;do=diff</link>
        <description>Αφηγηματικό υπόβαθρο

Αφηγηματικά στοιχεία τα οποία δίνουν νόημα στο παιχνίδι, όπως μια ιστορία, διάλογοι, οι ψηφιακοί χαρακτήρες.

Η narrative είναι μηχανισμός που δίνει νόημα στο παιχνίδι με διάφορους τρόπους:</description>
    </item>
    <item rdf:about="https://hci.ece.upatras.gr/l-bags/doku.php?id=en:patterns:narrative_flow&amp;rev=1622364268&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2021-05-30T11:44:28+03:00</dc:date>
        <title>en:patterns:narrative_flow</title>
        <link>https://hci.ece.upatras.gr/l-bags/doku.php?id=en:patterns:narrative_flow&amp;rev=1622364268&amp;do=diff</link>
        <description>Αφηγηματική ροή

Η αφηγηματική ροή αφορά τον τρόπο με τον οποίο εξελίσσεται το παιχνίδι.

Μπορεί να είναι

	*  γραμμική, όπου υπάρχει μια σειριακή διαδοχή από αποστολές ή γεγονότα</description>
    </item>
    <item rdf:about="https://hci.ece.upatras.gr/l-bags/doku.php?id=en:patterns:nodes&amp;rev=1622364268&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2021-05-30T11:44:28+03:00</dc:date>
        <title>en:patterns:nodes</title>
        <link>https://hci.ece.upatras.gr/l-bags/doku.php?id=en:patterns:nodes&amp;rev=1622364268&amp;do=diff</link>
        <description>Κωδικοί ανάλυσης των σχεδίων χωρο-ευαίσθητων φορητών παιχνιδιών

Οι κωδικοί ανάλυσης των σχεδίων των χωρο-ευαίσθητων φορητών παιχνιδιών προέκυψαν από την ανάλυση των σχεδίων που έφτιαξαν οι συμμετέχοντες σε διάφορα</description>
    </item>
    <item rdf:about="https://hci.ece.upatras.gr/l-bags/doku.php?id=en:patterns:non_playing_characters&amp;rev=1622364268&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2021-05-30T11:44:28+03:00</dc:date>
        <title>en:patterns:non_playing_characters</title>
        <link>https://hci.ece.upatras.gr/l-bags/doku.php?id=en:patterns:non_playing_characters&amp;rev=1622364268&amp;do=diff</link>
        <description>Ψηφιακός χαρακτήρας (non-player character - NPC)

Ο σχεδίαση προβλέπει την ύπαρξη ψηφιακών χαρακτήρων με τους οποίους οι παίχτες αλληλεπιδρούν και συνδιαλέγονται</description>
    </item>
    <item rdf:about="https://hci.ece.upatras.gr/l-bags/doku.php?id=en:patterns:obstruction&amp;rev=1622364268&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2021-05-30T11:44:28+03:00</dc:date>
        <title>en:patterns:obstruction</title>
        <link>https://hci.ece.upatras.gr/l-bags/doku.php?id=en:patterns:obstruction&amp;rev=1622364268&amp;do=diff</link>
        <description>Obstruction

In a game of competition, co-players may employ a strategy of obstruction in order to gain an advantage. Obstruction happens in the  physical domain, for example by blocking an opponent's access to a QR tag.

Obstruction may occur without it having been planned for. If it is not designed into the game, it may emerge depending on the profile</description>
    </item>
    <item rdf:about="https://hci.ece.upatras.gr/l-bags/doku.php?id=en:patterns:path_finding&amp;rev=1622364268&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2021-05-30T11:44:28+03:00</dc:date>
        <title>en:patterns:path_finding</title>
        <link>https://hci.ece.upatras.gr/l-bags/doku.php?id=en:patterns:path_finding&amp;rev=1622364268&amp;do=diff</link>
        <description>Εύρεση μονοπατιού

Οι παίχτες πρέπει να εντοπίσουν και να ακολουθήσουν μια διαδρομή μέσα στο φυσικό χώρο (βλ. και explore).

Related heuristics

3.5

challenge

review</description>
    </item>
    <item rdf:about="https://hci.ece.upatras.gr/l-bags/doku.php?id=en:patterns:performance&amp;rev=1622364268&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2021-05-30T11:44:28+03:00</dc:date>
        <title>en:patterns:performance</title>
        <link>https://hci.ece.upatras.gr/l-bags/doku.php?id=en:patterns:performance&amp;rev=1622364268&amp;do=diff</link>
        <description>Performance

This pattern denotes that part of the game takes place in front of an audience, similar to performance art.

Acting out part of the game is useful in games where some of the players are not actively playing (e.g. if they have been eliminated). The</description>
    </item>
    <item rdf:about="https://hci.ece.upatras.gr/l-bags/doku.php?id=en:patterns:player_differentiation&amp;rev=1622364268&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2021-05-30T11:44:28+03:00</dc:date>
        <title>en:patterns:player_differentiation</title>
        <link>https://hci.ece.upatras.gr/l-bags/doku.php?id=en:patterns:player_differentiation&amp;rev=1622364268&amp;do=diff</link>
        <description>Player differentiation, player roles

This pattern lets players be differentiated from each other.

Players can be differentiated in various ways:

	*  symmetrically, or zero-sum, where players have abilities and roles that are complimentary to each other. A widely used pattern is rock-paper-scissors. An escalation of the rock-paper-scissors pattern might ask players to</description>
    </item>
    <item rdf:about="https://hci.ece.upatras.gr/l-bags/doku.php?id=en:patterns:player_goals&amp;rev=1622364268&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2021-05-30T11:44:28+03:00</dc:date>
        <title>en:patterns:player_goals</title>
        <link>https://hci.ece.upatras.gr/l-bags/doku.php?id=en:patterns:player_goals&amp;rev=1622364268&amp;do=diff</link>
        <description>Στόχοι παιχτών

Οι στόχοι των παιχτών στα πλαίσια του παιχνιδιού.

	*  τελικός στόχος, η νίκη εναντίον του αντιπάλου, η επίλυση ενός μυστηρίου κλπ
	*   μπορεί να αφορά πιο άμεσους στόχους, ενδιάμεσοι στόχοι</description>
    </item>
    <item rdf:about="https://hci.ece.upatras.gr/l-bags/doku.php?id=en:patterns:preparation_and_debriefing&amp;rev=1622364268&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2021-05-30T11:44:28+03:00</dc:date>
        <title>en:patterns:preparation_and_debriefing</title>
        <link>https://hci.ece.upatras.gr/l-bags/doku.php?id=en:patterns:preparation_and_debriefing&amp;rev=1622364268&amp;do=diff</link>
        <description>Preparation and debriefing

Debriefing

learning

review

----------

Backlinks</description>
    </item>
    <item rdf:about="https://hci.ece.upatras.gr/l-bags/doku.php?id=en:patterns:primitive_actions&amp;rev=1622364268&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2021-05-30T11:44:28+03:00</dc:date>
        <title>en:patterns:primitive_actions</title>
        <link>https://hci.ece.upatras.gr/l-bags/doku.php?id=en:patterns:primitive_actions&amp;rev=1622364268&amp;do=diff</link>
        <description>Primitive actions

Primitive actions are basic units of actions that can be used in order to interact in a physical space.

	*  spatially:
		*  moving from point A to point B
		*  being in a location


	*  acting:
		*  scanning
		*  taking a picture</description>
    </item>
    <item rdf:about="https://hci.ece.upatras.gr/l-bags/doku.php?id=en:patterns:proximity&amp;rev=1622364268&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2021-05-30T11:44:28+03:00</dc:date>
        <title>en:patterns:proximity</title>
        <link>https://hci.ece.upatras.gr/l-bags/doku.php?id=en:patterns:proximity&amp;rev=1622364268&amp;do=diff</link>
        <description>Proximity

Information is revealed or concealed depending on a player's distance to another player or location of interest.

In its simple form it acts as a hot or cold kind of pattern, where it gives information of proximity. As a game tool it could take the form of a</description>
    </item>
    <item rdf:about="https://hci.ece.upatras.gr/l-bags/doku.php?id=en:patterns:puzzle&amp;rev=1622364268&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2021-05-30T11:44:28+03:00</dc:date>
        <title>en:patterns:puzzle</title>
        <link>https://hci.ece.upatras.gr/l-bags/doku.php?id=en:patterns:puzzle&amp;rev=1622364268&amp;do=diff</link>
        <description>Puzzle

A puzzle is usually a question or a quiz that requires an answer by the player.

The puzzle pattern does not refer to the whole game but only to parts of a game. For example, a game that is about finding a thief is not considered an example of the</description>
    </item>
    <item rdf:about="https://hci.ece.upatras.gr/l-bags/doku.php?id=en:patterns:reward&amp;rev=1622364268&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2021-05-30T11:44:28+03:00</dc:date>
        <title>en:patterns:reward</title>
        <link>https://hci.ece.upatras.gr/l-bags/doku.php?id=en:patterns:reward&amp;rev=1622364268&amp;do=diff</link>
        <description>Ανταμοιβές / ποινές

Δίνεται επειδή επιτεύχθηκε ένας στόχος. Οι ανταμοιβές μπορεί να είναι πόντοι ή άλλα κατασκευάσματα που να έχουν ρόλο στο παιχνίδι (οι πόντοι βοηθούν στη νίκη) ή απλά τεκμήρια της επιτυχίας (παράσημα, τίτλοι κλπ).</description>
    </item>
    <item rdf:about="https://hci.ece.upatras.gr/l-bags/doku.php?id=en:patterns:sabotage&amp;rev=1622364268&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2021-05-30T11:44:28+03:00</dc:date>
        <title>en:patterns:sabotage</title>
        <link>https://hci.ece.upatras.gr/l-bags/doku.php?id=en:patterns:sabotage&amp;rev=1622364268&amp;do=diff</link>
        <description>Sabotage

Εσκεμμένα, στο πλαίσιο των κανόνων ο παίχτης να παραπλανεί, να παραπληροφορεί ή με άλλες πράξεις να απομακρύνει τους αντιπάλους από το στόχο τους, χωρίς να ξέρει ο αντίπαλος οτι συμβαίνει</description>
    </item>
    <item rdf:about="https://hci.ece.upatras.gr/l-bags/doku.php?id=en:patterns:score&amp;rev=1622364268&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2021-05-30T11:44:28+03:00</dc:date>
        <title>en:patterns:score</title>
        <link>https://hci.ece.upatras.gr/l-bags/doku.php?id=en:patterns:score&amp;rev=1622364268&amp;do=diff</link>
        <description>Score

Score is a versatile pattern can be used as a motivation factor, as a goal or as a field for competition.

A game's ending condition may be based on a scoring system (e.g. the first player to reach a certain score wins). Scoring may be used as a reward mechanism, e.g. a highscore table or a hall of fame.</description>
    </item>
    <item rdf:about="https://hci.ece.upatras.gr/l-bags/doku.php?id=en:patterns:spatial_structure&amp;rev=1622364268&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2021-05-30T11:44:28+03:00</dc:date>
        <title>en:patterns:spatial_structure</title>
        <link>https://hci.ece.upatras.gr/l-bags/doku.php?id=en:patterns:spatial_structure&amp;rev=1622364268&amp;do=diff</link>
        <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>
    </item>
    <item rdf:about="https://hci.ece.upatras.gr/l-bags/doku.php?id=en:patterns:start&amp;rev=1622364268&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2021-05-30T11:44:28+03:00</dc:date>
        <title>en:patterns:start</title>
        <link>https://hci.ece.upatras.gr/l-bags/doku.php?id=en:patterns:start&amp;rev=1622364268&amp;do=diff</link>
        <description>Design patterns

The design patterns are an open collection that can be applied in the design of location-based mobile games. The design patterns are design elements that can support ideation and concept generation. 

They can be used alongside the</description>
    </item>
    <item rdf:about="https://hci.ece.upatras.gr/l-bags/doku.php?id=en:patterns:stealing&amp;rev=1622364268&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2021-05-30T11:44:28+03:00</dc:date>
        <title>en:patterns:stealing</title>
        <link>https://hci.ece.upatras.gr/l-bags/doku.php?id=en:patterns:stealing&amp;rev=1622364268&amp;do=diff</link>
        <description>Κλοπή

Οι παίχτες κλέβουν αντικείμενα από άλλους 

Η stealing σε ένα ανταγωνιστικό παιχνίδι επιτρέπει σε έναν παίχτη να αποσπάσει από έναν άλλο παίχτη ένα digital_object, χωρίς ο δεύτερος να το επιτρέπει και χωρίς να αντιλαβάνεται την πράξη όταν συμβαίνει.</description>
    </item>
    <item rdf:about="https://hci.ece.upatras.gr/l-bags/doku.php?id=en:patterns:strategy&amp;rev=1622364268&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2021-05-30T11:44:28+03:00</dc:date>
        <title>en:patterns:strategy</title>
        <link>https://hci.ece.upatras.gr/l-bags/doku.php?id=en:patterns:strategy&amp;rev=1622364268&amp;do=diff</link>
        <description>Στρατηγική

Οι παίχτες πρέπει να εκπονήσουν κάποια strategy ή τακτική.

Οι παίχτες παίρνουν αποφάσεις για τη strategy που θα ακολουθήσουν με βάση υποθέσεις για τη συμπεριφορά των αντιπάλων.</description>
    </item>
    <item rdf:about="https://hci.ece.upatras.gr/l-bags/doku.php?id=en:patterns:street_games&amp;rev=1622364268&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2021-05-30T11:44:28+03:00</dc:date>
        <title>en:patterns:street_games</title>
        <link>https://hci.ece.upatras.gr/l-bags/doku.php?id=en:patterns:street_games&amp;rev=1622364268&amp;do=diff</link>
        <description>Street games

	*  Κυνηγητό
	*  Κυνήγι του κρυμμένου θησαυρού
	*  Κρυφτό
	*  Κλεφτες &amp; Αστυνόμοι
	*  ...

----------

Related heuristics

1.1

game

review

meta

----------

Backlinks</description>
    </item>
    <item rdf:about="https://hci.ece.upatras.gr/l-bags/doku.php?id=en:patterns:synchronisity&amp;rev=1622364268&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2021-05-30T11:44:28+03:00</dc:date>
        <title>en:patterns:synchronisity</title>
        <link>https://hci.ece.upatras.gr/l-bags/doku.php?id=en:patterns:synchronisity&amp;rev=1622364268&amp;do=diff</link>
        <description>Συγχρονικότητα

Οι παίχτες πρέπει να συντονιστούν χρονικά για να επιτύχουν σε κάποιο στόχο.

Η synchronisity είναι εγγενής στα ομαδικά παιχνίδια.</description>
    </item>
    <item rdf:about="https://hci.ece.upatras.gr/l-bags/doku.php?id=en:patterns:target_group&amp;rev=1622364268&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2021-05-30T11:44:28+03:00</dc:date>
        <title>en:patterns:target_group</title>
        <link>https://hci.ece.upatras.gr/l-bags/doku.php?id=en:patterns:target_group&amp;rev=1622364268&amp;do=diff</link>
        <description>Ομάδα στόχος

Τα χαρακτηριστικά της ομάδας-στόχου, όπως ηλικία, γλώσσα, φύλλο, αν είναι εξοικειωμένοι με το χώρο, εκπαίδευση κλπ. Τα χαρακτηριστικά της ομάδας στόχου μπορεί να επιτρέπουν υποθέσεις σχετικά με τα</description>
    </item>
    <item rdf:about="https://hci.ece.upatras.gr/l-bags/doku.php?id=en:patterns:team_forming&amp;rev=1622364268&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2021-05-30T11:44:28+03:00</dc:date>
        <title>en:patterns:team_forming</title>
        <link>https://hci.ece.upatras.gr/l-bags/doku.php?id=en:patterns:team_forming&amp;rev=1622364268&amp;do=diff</link>
        <description>Σχηματισμός ομάδων

Ομάδες παιχτών μπορούν να σχηματίζονται σε παιχνίδια με αρκετούς παίχτες. Οι ομάδες μπορούν να ανταγωνίζονται μεταξύ τους και τα μέλη των ομάδων να</description>
    </item>
    <item rdf:about="https://hci.ece.upatras.gr/l-bags/doku.php?id=en:patterns:temporal_structure&amp;rev=1622364268&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2021-05-30T11:44:28+03:00</dc:date>
        <title>en:patterns:temporal_structure</title>
        <link>https://hci.ece.upatras.gr/l-bags/doku.php?id=en:patterns:temporal_structure&amp;rev=1622364268&amp;do=diff</link>
        <description>Χρονική δομή

Το παιχνίδι δομείται στον άξονα του χρόνου. Αυτό μπορεί σημαίνει πως το παιχνίδι μπορεί να έχει τμήματα που διαρκούν ένα συγκεκριμένο χρονικό διάστημα:</description>
    </item>
    <item rdf:about="https://hci.ece.upatras.gr/l-bags/doku.php?id=en:patterns:tool&amp;rev=1622364268&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2021-05-30T11:44:28+03:00</dc:date>
        <title>en:patterns:tool</title>
        <link>https://hci.ece.upatras.gr/l-bags/doku.php?id=en:patterns:tool&amp;rev=1622364268&amp;do=diff</link>
        <description>Εργαλεία

Τα εργαλεία έχουν στη διάθεσή τους οι παίχτες. Ένα tool μπορεί να είναι digital_object με ιδιαίτερη χρήση.

Η διαφορά με το digital_object είναι πως το tool μπορεί χρησιμοποιηθεί από τον παίχτη για να χειριστεί το παιχνίδι και να επιτελέσει ενέργειες στα πλαίσια του παιχνιδιού πέρα από τις βασικές. Ένα digital_object μπορεί ο παίχτης να το…</description>
    </item>
    <item rdf:about="https://hci.ece.upatras.gr/l-bags/doku.php?id=en:patterns:transporting&amp;rev=1622364268&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2021-05-30T11:44:28+03:00</dc:date>
        <title>en:patterns:transporting</title>
        <link>https://hci.ece.upatras.gr/l-bags/doku.php?id=en:patterns:transporting&amp;rev=1622364268&amp;do=diff</link>
        <description>Μεταφορά αντικειμένου

Μεταφορά ενός αντικειμένου από ένα σημείο σε κάποιο άλλο. Μπορεί να είναι αποστολή που έχει ανατεθεί από έναν ψηφιακό χαρακτήρα.

----------

Related heuristics</description>
    </item>
    <item rdf:about="https://hci.ece.upatras.gr/l-bags/doku.php?id=en:patterns:videogames&amp;rev=1622364268&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2021-05-30T11:44:28+03:00</dc:date>
        <title>en:patterns:videogames</title>
        <link>https://hci.ece.upatras.gr/l-bags/doku.php?id=en:patterns:videogames&amp;rev=1622364268&amp;do=diff</link>
        <description>Προέλευση από: Βιντεοπαιχνίδι

Παιχνίδι που παίζεται με υπολογιστή ή κονσόλα. Διάφορα είδη (Foster, Mishra; 2009):

	*  Βολών/δράσης (action/shooter)
	*  Μάχης (fighting)</description>
    </item>
</rdf:RDF>
