Difference between revisions of "Minimalized Social Weight"
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== Relations == | == Relations == | ||
[[Minigames]] | [[Minigames]] | ||
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[[Self-Facilitated Games]] | [[Self-Facilitated Games]] | ||
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=== Can Instantiate === | === Can Instantiate === | ||
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=== Can Be Instantiated By === | === Can Be Instantiated By === | ||
+ | [[Interruptibility]] | ||
=== Can Be Modulated By === | === Can Be Modulated By === | ||
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=== Potentially Conflicting With === | === Potentially Conflicting With === | ||
+ | [[Attention Demanding]], | ||
+ | [[Analysis Paralysis]], | ||
+ | [[Excise]] | ||
== History == | == History == |
Revision as of 11:50, 20 August 2012
Games that interfere little with players ability to social interact with other people while the games are being played.
Games are often played as a way to have social interaction with others. While the gameplay itself can in this way be a type of social interaction, games can pose obstacles for social interaction by requiring players to focus their attention on interacting with the game interface, updating the game state to reflect the effects of actions, or interacting with parts of the game system that isn't mediated to other players. Even when the games do not interrupt the flow of interaction between players, they may do so with non-players that the players are able to (or should be able to) interact with. While it may be impossible to fully avoid these issues, games that pose few obstacles to social interaction can be said to have Minimalized Social Weight.
Contents
Examples
Anti-Examples
Using the pattern
Diegetic Aspects
Interface Aspects
Narrative Aspects
Consequences
Since it reduces the intrusion a game has on the social context in which it is played, Minimalized Social Weight makes it have Social Adaptability inherently.
Relations
Can Instantiate
with ...
Can Modulate
Can Be Instantiated By
Can Be Modulated By
Possible Closure Effects
Potentially Conflicting With
Attention Demanding, Analysis Paralysis, Excise
History
A pattern based on the concept of Social Weight, first introduced by Toney et al.[1].
References
- ↑ Toney, A. , Mulley, B., Thomas, B. H., & Piekarski, W. (2003). Social Weight: Designing to minimise the social consequences arising from technology use by the mobile professional. Special Issue of Personal and Ubiquitous Computing, Springer-Verlag London, 2003