Nieuwdorp discusses the place and status of the interface in pervasive game design. In the context of spatially and temporally distributed games, Nieuwdorp argues that the interface typically begins in a paratelic mode (ie, one that is oriented toward discovery and immediate pleasure) before shifting into a paraludic mode (ie, one that is oriented toward gameplay). Numerous examples from mid-2000s locative media production support this thesis. The article also leans on some of Paul Dourish’s fantastic work about embodied interaction, particularly embodiment as “the property of being manifest in and of the everyday world.”