Abstract
Hybrid games are types of games that use multiple media channels, technologies or domains to expand the magic circle of play. However, there is little research on the classification of such games, and how different types affect player participation. We use a model to formalize the various structures of hybrid games, construct a classification scheme and use this as a platform for discussing how different types of hybrid games affect player participation. This paper provides a methodology whereby hybrid games can be classified, potentially fostering ideas for diverse hybrid games to be made. These classifications also enable assumptions to be made about how player participation varies depending on the channel structure of a hybrid game.
Published Version
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