topical media & game development
pervasive game(s)
-- issues of design(s)
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human(s)
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social(s)
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need(s)
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critical(s)
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game(s)
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twinkle(s)
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difference(s)
limit the time and space of play
reward extensive play
provide single player control
provide two-player control
conceal the lack of critical mass
exercise(s)
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pervasive games
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play
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tribe(s)
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network(s)
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identity
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flow(s)
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chart(s)
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cycle(s)