System and context - on a discernable source of emergent game play and the process-oriented method

Abstract : Mobile games are based on the physical movement of players in a game world, combining real world with virtual dimensions. As the real world defies control, the magic circle, the border of the game world, becomes permeable for influences of everyday life. Neither the players nor the designers nor the researchers are able to foresee and fully control the consequences of players' actions in this world. In our paper we introduce a case study. Within this empirical study the difference between the game as a system on the one hand and the context of play on the other hand becomes discernable as a source of emergent game play. We then elaborate on its meaning for the process-oriented method.
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Hyun Seung Yang; Rainer Malaka; Junichi Hoshino; Jung Hyun Han. 9th International Conference on Entertainment Computing (ICEC), Sep 2010, Seoul, South Korea. Springer, Lecture Notes in Computer Science, LNCS-6243, pp.240-247, 2010, Entertainment Computing - ICEC 2010. 〈10.1007/978-3-642-15399-0_23〉
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Barbara Grüter, Mirima Oks, Andreas Lochwitz. System and context - on a discernable source of emergent game play and the process-oriented method. Hyun Seung Yang; Rainer Malaka; Junichi Hoshino; Jung Hyun Han. 9th International Conference on Entertainment Computing (ICEC), Sep 2010, Seoul, South Korea. Springer, Lecture Notes in Computer Science, LNCS-6243, pp.240-247, 2010, Entertainment Computing - ICEC 2010. 〈10.1007/978-3-642-15399-0_23〉. 〈hal-01059224〉

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