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  • ...layer traits and domain specific features]. User Modeling and User-Adapted Interaction, pp 1-50. DOI 10.1007/s11257-016-9170-1. ...ss - Designing for Interaction Rituals through Gaming]. Doctoral thesis in Interaction Design, Gothenburg University.</ref>
    14 KB (2,039 words) - 08:23, 13 January 2022
  • ...han one game instance and support some form of extra-game communication or interaction are at least partially [[Meta Servers]].'' ...[[Candy Crush Saga]] and [[FarmVille]] for [[:Category:Social Media Games|Social Media Games]].
    7 KB (1,065 words) - 18:08, 29 January 2015
  • ==== Social Interactions ==== [[Social Interaction]]
    45 KB (6,258 words) - 09:28, 24 November 2023
  • ...add additional challenge to the gameplay and require more complex [[Social Interaction]]. Having one of the players take the role of a [[Game Masters]] allows [[C ...ss]]. It is difficult for games with [[Challenging Gameplay]] to support [[Social Adaptability]] unless the challenges are optional (e.g. through [[Difficult
    23 KB (3,355 words) - 16:03, 3 October 2016
  • ...engrossed in his or her planning cannot be interacted with and any social interaction may disturb him or her.
    10 KB (1,463 words) - 15:55, 25 January 2018
  • ...w pace of strategy games by making the game system continue without player interaction. ...ommunication Channels]] to appropriately map the pace of required [[Social Interaction]] to the pace of the game itself. For example, text chatting in fast team-o
    11 KB (1,669 words) - 06:58, 14 April 2022
  • ...emeral Goals]] or [[Player-Defined Goals]], or simple through the [[Social Interaction]] offered by the game or play activity. An issue with non-ending games is h
    11 KB (1,707 words) - 10:21, 15 March 2023
  • ...d Game]] requires. By combining [[Anonymous Actions]], [[Unmediated Social Interaction]] and the risk of [[Penalties]], a [[Betrayal]] can occur without being det ...r to be able to have a [[Possibility of Anonymity]] in games with [[Social Interaction]].
    22 KB (3,137 words) - 07:22, 8 April 2022
  • ...act differently from human players, or if they wish to engage in [[Social Interaction]]. This can be done through [[Game State Indicators]] or [[Non-Diegetic Fea ...an let players leave gracefully if not wishing to engage any longer in the interaction due to this situation.
    13 KB (1,995 words) - 08:24, 8 August 2015
  • Creating [[Social Dilemmas]] between group and [[Individual Rewards]] is another way to at le ...No-Ops]]) can break promises of [[Delayed Reciprocity]]. Second, given the social cost of [[Betrayal]], they tend only to be done when large [[Rewards]] are
    12 KB (1,820 words) - 16:10, 8 February 2019
  • ...an exception). This means that games that do not have [[Unmediated Social Interaction]] need [[Communication Channels]] of some sort, typically [[Chat Channels]] ...er, [[Cooperation]] can also emerge from the [[Negotiation]] of handling [[Social Dilemmas]] concerning [[Continuous Goals]] (often [[Shared Resources]] but
    15 KB (2,097 words) - 07:00, 8 April 2022
  • ...ayer games - single-player games can of course provide or encourage social interaction outside gameplay and play sessions (c.f. Stenros 2009<ref name="Stenros"/>) ...osts]]). [[Asynchronous Gameplay]] with [[Private Game Spaces]] and little interaction between players is another way of providing [[Massively Single-Player Onlin
    8 KB (1,159 words) - 08:25, 8 August 2015
  • ...typical in [[Social Dilemmas]]. In general, any gameplay which depend on [[Social Skills]] can provide [[Tension]] further simply because of this requirement ...f [[Extra-Game Rewards]] or they are used in combination with [[Game-Based Social Statuses]] or [[Heterogeneous Game Element Ownership]].
    24 KB (3,511 words) - 09:04, 21 September 2016
  • ...litation so there are human game masters to help handle rare exceptions or social conflicts. ...nted effects occur. For games where players don't have [[Unmediated Social Interaction]] or should have [[Limited Communication Abilities]], [[Dedicated Game Faci
    20 KB (2,916 words) - 09:30, 23 August 2021
  • ...gameplay allows players have control of when they wish to play - although social pressure to return favors to other players can offset the latter. ...ow [[Betrayal]] or put players in situations of [[Inherent Mistrust]] or [[Social Dilemmas]], instead using safe alternatives as for example [[Free Gift Inve
    8 KB (1,148 words) - 09:26, 15 July 2016
  • .... In addition to this, players can be given much influence on one level of interaction within the game without being able to change the way the game develops on o ...out having and possibility of avoiding them. Third, many types of [[Social Interaction]] including [[Dynamic Alliances]], [[Kingmaker]], and [[Voting]] may make a
    22 KB (3,278 words) - 09:10, 21 September 2016
  • ...a game, are probably the [[Non-Player Characters]] that players have most interaction with, and therefore connections to, these may be the most appropriate to us ...in [[Victoria 2]] can vary in very many different minor ways (government, social reforms, colonies, technology, alliances, etc.) but these have to add up in
    11 KB (1,615 words) - 10:12, 13 May 2022
  • ...of players' actions through use of the pattern [[Actions Have Diegetically Social Consequences]]. One example of this can be found in the [[Fallout series]], ...lds]], while [[Awareness of Surroundings]] and [[Actions Have Diegetically Social Consequences]] forces players to consider what the [[Algorithmic Agents]] c
    17 KB (2,420 words) - 12:27, 12 August 2016
  • ...ce [[Mules]] represent the players, they have to stand in for the [[Social Interaction]] expected on them, letting them control [[Emotes]] is one way of doing thi
    6 KB (836 words) - 21:16, 4 July 2015
  • ...Channels]] and [[Mini-maps]]. Of course, in games with [[Unmediated Social Interaction]] this is easy to achieve. ...[[Coordination]] and to do this they typically need to take on different [[Social Roles]]. Succeeding with a [[Team Combos|Team Combo]] is typically [[Team A
    6 KB (922 words) - 20:43, 31 July 2015

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