Difference between revisions of "Player Anonymity"

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''The case where the identity of a player of a game is not known to other players.''
 
''The case where the identity of a player of a game is not known to other players.''
  
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=== Examples ===
 
=== Examples ===
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Most online games let players create accounts with user names that have no connection to their real world identities. This lets players of games such as the [[Counter-Strike series]], the [[Battlefield series]], the [[Left 4 Dead series]], [[Kingdoms]], [[Ultima Online]], and [[World of Warcraft]] have rich interactions with each other without knowing who the others are outside the game.
  
The [[ESP Game]] uses players' input to tag picture with descriptive words. In order for players not to be able to ''game'' the system by communicating through other channels and simply coordinating their input, the game matches players so they are unlikely to be in the same larger geographical areas - or through letting players to together with replays of other players' actions.
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The [[ESP Game]] relies on players not being able to communicate with each other to force them into finding as good as possible one word descriptions of images. For this reason, the game enforces [[Player Anonymity]] on the players.
 
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Aiming at a young audience, [[Disney's Toontown Online]] has restrictions on what names can be chosen and what words can be used in the in-game chat system.
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Most online games let players create accounts with user names that have no connection to there real world identities. This lets players of
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Players of online games such as the [[Battlefield series]] or the [[Left 4 Dead series]] can choose what names they want to be identified by, and by not chatting or using voice communications they can keep other players from knowing who they are. The characters created by players of computer-mediated roleplaying games such [[Kingdoms]], [[Ultima Online]], and [[World of Warcraft]] can protect identities in the same fashion, but the effort of maintaining the same alter ego for prolonged period of times usually means that long-time players show their normal selves.
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== Using the pattern ==
 
== Using the pattern ==
A primary design decision regarding [[Player Anonymity]] is if players should have a say in this. Providing players with a [[Possibility of Anonymity]] puts this power in players hand but for some types of gameplay (e.g. [[]]) anonymity may be required for the design to work and in these case [[Enforced Player Anonymity]] may be motivated.
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A primary design decision regarding [[Player Anonymity]] is if players should have a say in this. Providing players with a [[Possibility of Anonymity]] puts this power in players hand but for some types of gameplay anonymity may be required for the design to work and in these case [[Enforced Player Anonymity]] may be motivated (e.g. the [[ESP Game]]). Patterns that directly can help in designing [[Player Anonymity]] include [[Anonymous Actions]] and [[Mediated Gameplay]]. [[Friend Lists]] works against the pattern since the central idea of that pattern is to help players identify each other.
  
=== Can Be Instantiated By ===
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Combining [[Player Anonymity]] with [[Unmediated Social Interaction]] poses significant design challenges without at least limiting the [[Social Interaction]] in some way. [[Social Roles]] are more difficult to have in games with [[Player Anonymity]], but [[Functional Roles]] provides one avenue for overcoming this through basing the roles on gameplay functionality.
[[Anonymous Actions]],
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=== Potentially Conflicting With ===
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[[Social Roles]],
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[[Unmediated Social Interaction]]
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=== Diegetic Aspects ===
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=== Interface Aspects ===
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=== Narration Aspects ===
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== Consequences ==
 
== Consequences ==
=== Can Instantiate ===
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[[Player Anonymity]] can help (other) players have [[Actor Detachment]] since it is difficult to connect real world characteristics of the players with what happens in the game. However, [[Social Interaction]] between players can become harsher since the sense of social responsibility and wish to present a socially acceptable presence may be lessened.
[[Player Anonymity]] can help (other) players have [[Actor Detachment]] since it is difficult to connect real world characteristics of the players with what happens in the game. However, [[Social Interaction]] between players can become more harsh since the sense of social responsibility and wish to present a socially acceptable presences may be lessened.
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== Relations ==
 
== Relations ==
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[[Anonymous Actions]],  
 
[[Anonymous Actions]],  
 
[[Enforced Player Anonymity]],  
 
[[Enforced Player Anonymity]],  
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[[Mediated Gameplay]],
 
[[Possibility of Anonymity]]
 
[[Possibility of Anonymity]]
  
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=== Potentially Conflicting With ===
 
=== Potentially Conflicting With ===
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[[Friend Lists]],
 
[[Social Roles]],  
 
[[Social Roles]],  
 
[[Unmediated Social Interaction]]
 
[[Unmediated Social Interaction]]

Latest revision as of 10:21, 13 July 2015

The case where the identity of a player of a game is not known to other players.

Player Anonymity occurs in games when the identity of a player is not known by the other players participating in a specific game instance.

Note: This patterns focuses on how players may be unaware of other players' identities. It does not focus on if Dedicated Game Facilitators, Game Masters, and even Spectators know the identities of the players.

Examples

Most online games let players create accounts with user names that have no connection to their real world identities. This lets players of games such as the Counter-Strike series, the Battlefield series, the Left 4 Dead series, Kingdoms, Ultima Online, and World of Warcraft have rich interactions with each other without knowing who the others are outside the game.

The ESP Game relies on players not being able to communicate with each other to force them into finding as good as possible one word descriptions of images. For this reason, the game enforces Player Anonymity on the players.

Using the pattern

A primary design decision regarding Player Anonymity is if players should have a say in this. Providing players with a Possibility of Anonymity puts this power in players hand but for some types of gameplay anonymity may be required for the design to work and in these case Enforced Player Anonymity may be motivated (e.g. the ESP Game). Patterns that directly can help in designing Player Anonymity include Anonymous Actions and Mediated Gameplay. Friend Lists works against the pattern since the central idea of that pattern is to help players identify each other.

Combining Player Anonymity with Unmediated Social Interaction poses significant design challenges without at least limiting the Social Interaction in some way. Social Roles are more difficult to have in games with Player Anonymity, but Functional Roles provides one avenue for overcoming this through basing the roles on gameplay functionality.

Consequences

Player Anonymity can help (other) players have Actor Detachment since it is difficult to connect real world characteristics of the players with what happens in the game. However, Social Interaction between players can become harsher since the sense of social responsibility and wish to present a socially acceptable presence may be lessened.

Relations

Can Instantiate

Actor Detachment

Can Modulate

Social Interaction

Can Be Instantiated By

Anonymous Actions, Enforced Player Anonymity, Mediated Gameplay, Possibility of Anonymity

Can Be Modulated By

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Possible Closure Effects

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Potentially Conflicting With

Friend Lists, Social Roles, Unmediated Social Interaction

History

New pattern created in this wiki.

References

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Acknowledgements

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