Difference between revisions of "Social Rewards"

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[[:Category:Arcade Games|Arcade Games]] such as [[Asteroids]] and [[Pac-Man]] introduced the concept of high score lists where players could be the results of the best players. The allowed players the [[Social Rewards]] of being local champion of the types of games (physical [[:Category:Pinball Games|Pinball games]] had the same feature).
 
[[:Category:Arcade Games|Arcade Games]] such as [[Asteroids]] and [[Pac-Man]] introduced the concept of high score lists where players could be the results of the best players. The allowed players the [[Social Rewards]] of being local champion of the types of games (physical [[:Category:Pinball Games|Pinball games]] had the same feature).
  
Online services for games, e.g. X-Box live, PlayStation Netwrok, and Steam not only provide players services for buying and playing games but also the possibility of keeping track of specific challenges or game modes players have beat. These acknowledgments of gaming -- called achievements, badges, medals, etc. -- allow players a form of [[Social Rewards|Social Reward]] in that they are not important for the game itself but can be important in that they let players show their game proficiency and players can compete against each other who gets these acknowledgments  
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Online services for games, e.g. X-Box live, PlayStation Netwrok, and Steam not only provide players services for buying and playing games but also the possibility of keeping track of specific challenges or game modes players have beat. These acknowledgments of gaming &emdash; called achievements, badges, medals, etc. -- allow players a form of [[Social Rewards|Social Reward]] in that they are not important for the game itself but can be important in that they let players show their game proficiency and players can compete against each other who gets these acknowledgments
  
 
== Using the pattern ==
 
== Using the pattern ==

Revision as of 08:43, 10 December 2014

Rewards provided by a game that can help players' social regard rather than giving direct in-game benefits.

Games pose challenges to players, and typically give rewards to players for overcoming these.


Examples

Arcade Games such as Asteroids and Pac-Man introduced the concept of high score lists where players could be the results of the best players. The allowed players the Social Rewards of being local champion of the types of games (physical Pinball games had the same feature).

Online services for games, e.g. X-Box live, PlayStation Netwrok, and Steam not only provide players services for buying and playing games but also the possibility of keeping track of specific challenges or game modes players have beat. These acknowledgments of gaming &emdash; called achievements, badges, medals, etc. -- allow players a form of Social Reward in that they are not important for the game itself but can be important in that they let players show their game proficiency and players can compete against each other who gets these acknowledgments

Using the pattern

Social Rewards are Rewards that have meaning to players because they let them have social regard among other players. Games that let players show Gameplay Mastery can have this, and many patterns support this, e.g. Achievements, Game-based Social Statuses, Global High Score Lists, and even High Score Lists in general.

Not all types of Social Rewards depend on skilled or even successful gameplay. One way to achieve Social Rewards is to be a meaningful part of a Team. This makes possibilities of Team Strategy Identification, Team Accomplishment, and Togetherness in a game allow players to get Social Rewards from their contribution without it actually resulting in gameplay successes. Another is the display of Social Skills, e.g. through Enactment, where performances can lead to Social Rewards in the form of attention or appreciation regardless of how well these performances promote player goals. Within Live-Action Roleplaying Games, Playing to Lose is often partly done for this reason (the other reason typically being to create an interesting story).

Memorabilia can serve as a tangible artifact that promotes Social Rewards.

Being a type of Reward that doesn't directly affect gameplay, Social Rewards can be given for activities such as Grinding which are intended to not significantly affect balance between players.

Consequences

Social Rewards is a Reward which is a type of Extra-Game Consequence. It can lead to Bragging.

Relations

Can Instantiate

Bragging, Extra-Game Consequences, Grinding, Rewards

Can Modulate

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Can Be Instantiated By

Achievements, Enactment, Game-based Social Statuses, Gameplay Mastery, Global High Score Lists, High Score Lists, Memorabilia, Playing to Lose, Social Skills, Team Accomplishment, Team Strategy Identification, Togetherness

Can Be Modulated By

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Possible Closure Effects

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Potentially Conflicting With

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History

New pattern created in this wiki.

References

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Acknowledgements