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TypeGameplayExample GameEquivalent Geo GameWished GamesReward Structures

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Collaborative Puzzle adventure Live action role-playing game - Levi's Go ForthA. Find pieces of puzzle in real life collaboratively fill them in. B. Geocaching scavenger hunt with clues that take you to the next place. Games that engage in activity around what you're doing currently - you're checked into a foursquare. Could you get me a picture of X? Thanks - that's 10 points. Chorewars.Point starts cookies, unclocking next stage, story revealed, prestive- battles won, upgrades, leveling up/evolving (pokemon), time and speed (records personal vs. records others) - perceived reward in how difficult it takes to get there. Making a complicated decision in a story heightens your sense of connection with the storytelling.

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Puzzle AdventureMystGeopuzzle game. You have to find keys and take it to a place. Or each time you figure it out you get Add any item to your shopping list. Synonyms -- ads as synonyms. Milk, eggs, -- replace milk with carnation milk, or giving people fruit and vegetable points for what they bought at the store. If you have surplus piles of goo left over at the end of the game you get to build things with it outside of the puzzles.

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Puzzle (no adventure)BejewlledNo idea. More evil social engantlement -- cooking life simulation game - targed at 13 year olds on facebook. you get childre playing this game but in order for them to get ingredients to pay with in the game. Different strategies other than speed. Taking over territory. Three people to a place. Reward is territory to the team.

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Time ManagementTetrisTime management geo game? Get a piece to a place on time. Geominesweeper.

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Tycoon

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Toy (also Creation Games)Sim City, MineCraft

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Life SIMOptimizing outcomes or destroying with godlike capabilities

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Virtual PetHow well fed, how well rested. Walk your pet physically or they get mad. Actually you go out and walk your virtual pet. Virtual tomogotchi. Points based on gps points. how far you walked.

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MazePacMan

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Platform gameyou just run round - try not to die, get stars, etc. Mario LandParkour (accelererometer and gyroscope)

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ShooterYou fire a gun at thing. Your score and your outcome is defined by how many things you kill. Portal, Unreal Tournament, Duck Hunt, HaloPlant a mine that's a geofence. and when enemy goes over it, they epxlode. Pick up the mine somewhere, set mine, then blow up -- which takes points for them. Virtual frisbee game. Shoot a geofence as a gun.

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Hidden Object GameThere are things in this scene and you must find them. Find them and you win. Some games for iPad with hidden items for kids. The game with the robot and puzzle adventure. I Spy, GeocacheGeocache

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Choose your own adventure games. There are better and worse outcomes. Find them. First one was cave of time, oregon trail.

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RPGD&D

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RTSDune, command and conquer, Age of Mythology. Age of Empires, Starcraft

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Subtype of Strategy Tower Defense

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Word Games ScrabbleSpeak and Spell

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Alternate Reality Games (ARGs) Lost Ring

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Physical Skill GamesSoccer, Marathons

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Creation Games

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Pure Speed and Agility Games MarioKart Person in lead gets a virtual AI after them.

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Fitness app. Solo game.

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Solo games Pokemon Walk through a field, you get attacked. Wild create appears. You fight them. Story is the compelling part.

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Multiplayer games

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Social Entangelment Games (extension of task entanglement games such as Tamogotchi) (emotional stress games)Farmville (any Zynga game)

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Word Games Oregon TrailHowever far you go -- you get to Ft. Kearny and have decisions based on far you've gone. with a bar that fills up until your next place. people could walk their dog and get to oregon. Making a literal layer on top of real-life action.

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Additional Game Types

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Competitive:All pleasure comes from defeating the opponent. It doesn't matter what genre. In-game successes are negligible unless an agent, human or AI, has been overcome. Favors action games because of the frequent opportunities for victory, and strategy games because victory means more than mechanical dominance, but intellectual dominance. Puzzle games eh, because every moment they're not winning, they're "being defeated" by the game. Competitive gamers usually have a specific game that they master, to ensure the highest likelihood of victory. (Or perhaps a favored "genre," ie first-person shooter, RTS, etc.)

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Puzzle SolverEvery game is a puzzle. Puzzle-solvers believe that there is a best way to play every game. Defeat means improvement, so it doesn't matter as much as it does to a competitive gamer. Unlike a competitive gamer, constant victory means the game has been "beaten," and is therefore no longer fun. Puzzle-solvers require constant progression in any sort of game they play. (I'm a puzzle-solver :) )

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Social GamerSocial gamer: They play because they enjoy gaming well enough, but they do it as a way of socializing. Not much more to say... They usually don't take games seriously enough to overlap into other categories.

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Experiential Experiential: Some people love to read, some people love movies, experiential gamers love the medium of games for storytelling. Games have the unique quality of being able to tell a story without a narrative. By that I mean there's a world to explore. Experiential gamers will talk more about their character and the world than about their mechanical interaction with the game.

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Additional Gameplay

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ActionMany enemies must be dealt with quickly, and failure is never far off. Difficulty progression is based on things like introducing more difficult enemies and increasing the number of enemies. If the player mechanics change at all, it will be through gaining mechanics that make the "earlier" enemies easier to defeat so there can be more of them, or something like that. The indeterminacy is just the presence of enemies, the reward is frequent success in defeating each enemy.

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StrategyDecisions made when enemies aren't around play a large part in success in defeating the enemies when they show up. Progression is based on being given more options to play with. Player input is less skill-based and mechanical, and more mental. Many "strategy" games are becoming more action-based. Starcraft is not a strategy game except for the best players on the planet, and I believe that anything, once you've reached a certain level of skill, similarly becomes a strategy game. Indeterminacy is broken down into bigger chunks that require planning, reward is not the defeating of individual enemies, but the success of an overall plan.

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Role-playingThis category is dead on its own. RPGs are becoming action games with non-violent/diplomatic interactions. RPGs used to be about character development and interacting with a world. Indeterminacy was not really a part of it; they were more interactive stories. Now "RPG" means "the player gains experience and sometimes talks to people instead of killing them." Indeterminacy is usually the same as action, with emphasis on player mechanic progression, and reward is the same. Diplomatic indeterminacy is usually no more complicated than "this conversation needs to continue" and the reward is "the conversation ended."

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Puzzle 1: Accomplish a task which is not obviously stated. Indeterminacy is just figuring out what to do. Rewards come infrequently, and most of player's time is spent failing, but rewards are very rewarding.

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Puzzle 2: Accomplish a task which is obvious, but very difficult to perform. Rewards work the same as Puzzle 1