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5. Tactical skills : the extent to which tactics can be applied to the game. In other
words, whether players can plan for attaining a particular goal. Related to key
issues E and F.
6. Is finite? : whether the game is limited by some intrinsic rule or condition. Is part
of key issue F. At a first glance, this dimension seems to be incompatible with
our goal of creating a play environment that supports emergent play. After all,
we don't want to impose pre-defined rules on the children's play. Rather than
imposing pre-defined goals, one can design system wide state changes. E.g.,
changing the overall visual theme at specific time intervals, or in response to
certain triggers. Such a system wide change can be interpreted by the children
as a state change of the whole game play—i.e., the end of a game, or the start of
a new level or phase.
7. Has goal? : whether the game has a concrete and defined goal. Directly related
to key issue F. In a similar fashion as the previous dimension, one should not
incorporate explicit goals into the design of an interactive playground supporting
emergent play behaviour. However, one can design interactions that allow players
to set their own goals, for example by introducing system responses that the play-
ers might interpret as a consequence of their actions (sounds, animations, ... ).
Players are then free to interpret these consequences as rewards or punishments,
Take for example a playground that plays a sound when a player steps on a
particular tile. In this case, a player's goal could be to step on as many of these
tiles as possible, but equally well a player could try to avoid stepping on any of
these tiles.
8. Is competitive? : whether competition plays a role in the game. This is a di-
mension which is strongly related to dimension 1, because competition is only
possible in non-cooperative player interaction patterns. Is listed separately be-
cause of its importance in many games. Non-competitive games are either
collaborative, or individually played games.
9. Single/multiplayer : whether the game can or needs to be played by multiple
players. Is part of dimension 1. This dimension bears an obvious link to one of
our goals (social interaction), since preventing multiplayer use of the playground
could lead to a lack of social interaction. At the same time, interactions can be
designed such that a playground does not respond to actions of more than one
player. This could cause play behaviour to become single player, but equally
well it could be cause for competitive play (i.e. who 'owns' the playground?).
10. Amount of space required : the amount of space required for the game, ranging
from low (a few square meters) and medium (size of a playground) to high (area
of a residential block). Related to key issue A, since the amount of space available
can severely influence the amount of physical activity that is possible within a
playground.
11. Element of chasing? : whether chasing other players is a factor in the game. Is
situated between dimensions 1 and 2.
12. Player's visibility is essential part of the game? : whether the visibility of a
player can have a determining influence on the outcome of the game.
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