Difference between revisions of "Possibility of Anonymity"
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=== Examples === | === Examples === | ||
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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. | 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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[[Single-Player Games]] | [[Single-Player Games]] | ||
− | [[ | + | [[Dedicated Game Facilitators]] |
[[Handles]] | [[Handles]] | ||
[[Avatars]] | [[Avatars]] | ||
+ | [[Player Characters]] | ||
+ | [[Roleplaying]] | ||
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[[Unmediated Social Interaction]] | [[Unmediated Social Interaction]] | ||
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[[Public Player Statistics]] | [[Public Player Statistics]] | ||
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− | === | + | === Interface Aspects === |
== Consequences == | == Consequences == | ||
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=== Can Be Instantiated By === | === Can Be Instantiated By === | ||
+ | [[Single-Player Games]] | ||
+ | |||
+ | [[Dedicated Game Facilitators]] together with [[Handles]], [[Avatars]], or [[Player Characters]] | ||
=== Can Be Modulated By === | === Can Be Modulated By === |
Revision as of 22:47, 2 March 2011
That players have the possibility to not reveal their identities while playing a game.
This pattern is a still a stub.
Contents
Examples
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.
Using the pattern
Unmediated Social Interaction
Freedom of Choice
Interface Aspects
Consequences
Relations
Can Instantiate
with ...
Can Modulate
Can Be Instantiated By
Dedicated Game Facilitators together with Handles, Avatars, or Player Characters
Can Be Modulated By
Possible Closure Effects
Potentially Conflicting With
History
New pattern created in this wiki.
References
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Acknowledgements
Johan Peitz