Difference between revisions of "Asynchronous Collaborative Actions"

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== Using the pattern ==
 
== Using the pattern ==
  
=== Diegetic Aspects ===
+
=== Can Be Instantiated By ===
 +
[[Asynchronous Gameplay]] together with [[Cooperation]]
 +
 
 +
=== Can Be Modulated By ===
 +
[[Time Limits]]
  
 
=== Interface Aspects ===
 
=== Interface Aspects ===
 
+
[[Communication Channels]] can be used in order to encourage the [[Asynchronous Collaborative Actions]] since this lets players remind each other. This also increases the likelihood for [[Guilting]].
=== Narrative Aspects ===
+
  
 
== Consequences ==
 
== Consequences ==
 +
=== Can Instantiate ===
 +
[[Encouraged Return Visits]],
 +
[[Functional Roles]],
 +
[[Guilting]],
 +
[[Possibility of Anonymity]],
 +
[[Social Dilemmas]]
  
 
== Relations ==
 
== Relations ==
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=== Can Be Modulated By ===
 
=== Can Be Modulated By ===
 +
[[Communication Channels]],
 
[[Time Limits]]
 
[[Time Limits]]
  

Revision as of 07:50, 8 October 2012

The one-sentence "definition" that should be in italics.

This pattern is a still a stub.

Examples

Using the pattern

Can Be Instantiated By

Asynchronous Gameplay together with Cooperation

Can Be Modulated By

Time Limits

Interface Aspects

Communication Channels can be used in order to encourage the Asynchronous Collaborative Actions since this lets players remind each other. This also increases the likelihood for Guilting.

Consequences

Can Instantiate

Encouraged Return Visits, Functional Roles, Guilting, Possibility of Anonymity, Social Dilemmas

Relations

Can Instantiate

Encouraged Return Visits, Functional Roles, Guilting, Possibility of Anonymity, Social Dilemmas

Can Modulate

-

Can Be Instantiated By

Asynchronous Gameplay together with Cooperation

Can Be Modulated By

Communication Channels, Time Limits

Possible Closure Effects

-

Potentially Conflicting With

-

History

New pattern created in this wiki.

References

-

Acknowledgements

-