Difference between revisions of "Togetherness"
(→Relations) |
(→Relations) |
||
Line 38: | Line 38: | ||
== Relations == | == Relations == | ||
− | + | === Can Instantiate === | |
− | + | ||
− | + | ||
− | + | ||
− | + | ||
− | + | ||
− | + | ||
− | + | ||
− | + | ||
− | + | ||
[[Actor Detachment]], | [[Actor Detachment]], | ||
− | [[Social | + | [[Social Roles]] |
+ | |||
+ | ==== with [[Cooperation]] or [[Negotiation]] ==== | ||
+ | [[Reflective Communication]] | ||
+ | |||
+ | === Can Modulate === | ||
+ | - | ||
+ | |||
+ | === Can Be Instantiated By === | ||
[[Backseat Gamers]], | [[Backseat Gamers]], | ||
− | [[ | + | [[Communication Channels]], |
− | + | ||
[[Friend Lists]], | [[Friend Lists]], | ||
+ | [[Multiplayer Games]], | ||
+ | [[Mutual FUBAR Enjoyment]], | ||
+ | [[Negotiable Game Instance Duration]], | ||
+ | [[Shared Penalties]], | ||
+ | [[Shared Rewards]], | ||
+ | [[Social Adaptability]], | ||
+ | [[Social Rewards]], | ||
[[Synchronous Gameplay]], | [[Synchronous Gameplay]], | ||
− | |||
[[Team Development]], | [[Team Development]], | ||
+ | [[Team Strategy Identification]], | ||
[[Teams]], | [[Teams]], | ||
− | [[ | + | [[TvT]], |
− | + | ||
− | + | ||
− | + | [[Game Instance Stories]] in [[Multiplayer Games]] | |
− | + | ||
− | + | [[Lull Periods]] in [[Multiplayer Games]] | |
− | + | ||
− | + | [[Parties]] in [[Multiplayer Games]] | |
− | + | ||
− | + | [[Spectacular Failure Enjoyment]] in [[Multiplayer Games]] | |
− | + | ||
=== Can Be Modulated By === | === Can Be Modulated By === | ||
− | - | + | [[Real-Time Games]] |
=== Possible Closure Effects === | === Possible Closure Effects === |
Revision as of 07:10, 14 April 2022
The one-sentence "definition" that should be in italics.
This pattern is a still a stub.
For a more thorough examination of the concept of Togetherness in the context of gaming, see Bergström 2012[1].
Contents
Examples
Anti-Examples
optional
Using the pattern
Collins[2]:
- Group solidarity, a feeling of membership
- Emotional energy in the individual: a feeling of confidence, elation, strength, enthusiasm, and initiative in taking action
- Symbols that represent the group: emblems or other representations (visual icons, words, gestures) that members feel are associated with themselves collectively; these are Durkheim’s “sacred objects”. Persons pumped up with feelings of group solidarity treat symbols with great respect and defend them against the disrespect of outsiders, and even more of renegade insiders.
- Feelings of morality: the sense of rightness in adhering to the group, respecting its symbols, and defending both against transgressors. Along with this goes the sense of moral evil or impropriety in violating the group’s solidarity and symbolic representations.
Diegetic Aspects
Interface Aspects
Narration Aspects
Consequences
Relations
Can Instantiate
Actor Detachment, Social Roles
with Cooperation or Negotiation
Can Modulate
-
Can Be Instantiated By
Backseat Gamers, Communication Channels, Friend Lists, Multiplayer Games, Mutual FUBAR Enjoyment, Negotiable Game Instance Duration, Shared Penalties, Shared Rewards, Social Adaptability, Social Rewards, Synchronous Gameplay, Team Development, Team Strategy Identification, Teams, TvT,
Game Instance Stories in Multiplayer Games
Lull Periods in Multiplayer Games
Spectacular Failure Enjoyment in Multiplayer Games
Can Be Modulated By
Possible Closure Effects
-
Potentially Conflicting With
Drop-In/Drop-Out, Guilting, Player Elimination, Ragequitting, Unsynchronized Game Sessions
History
New pattern created in this wiki.
References
- ↑ Bergström, K. 2012. Playing for Togetherness - Designing for Interaction Rituals through Gaming. Doctoral thesis in Interaction Design, Gothenburg University.
- ↑ Collins, R. 2004. Interaction ritual chains, Princeton University Press..
Acknowledgements
Karl Bergström