Difference between revisions of "Minimalized Social Weight"

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== History ==
 
== History ==
An updated version of the pattern ''...'' that was part of the original collection in the book ''Patterns in Game Design''<ref name="Bjork & Holopainen 2004"/>.
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A pattern based on the concept of ''Social Weight'', first introduced by Toney et al.<ref name="Toney"/>.
 
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''or''
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New pattern created in this wiki.
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== References ==
 
== References ==
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<references>
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<ref>[http://hercules.infotech.monash.edu.au/EII-CAC/CAPapers/Toney_SocialConsequenceTechnologyUseMobileProf_Springer-Verlag_PersonalUbiComp_2003_pp309-320.pdf Social Weight: Designing to minimise the social consequences arising from technology use by the mobile professional].
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Toney, A. , Mulley, B., Thomas, B. H., & Piekarski, W. (2003). Special Issue of Personal and Ubiquitous Computing, Springer-Verlag London, 2003</ref>
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</references>
  
 
== Acknowledgements ==
 
== Acknowledgements ==

Revision as of 11:22, 20 August 2012

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

This pattern is a still a stub.

Examples

Using the pattern

Diegetic Aspects

Interface Aspects

Narrative Aspects

Consequences

Since it reduces the intrusion a game has on the social context in which it is played, Minimalized Social Weight makes it have Social Adaptability inherently.

Relations

Can Instantiate

Social Adaptability

with ...

Can Modulate

Can Be Instantiated By

Can Be Modulated By

Possible Closure Effects

Potentially Conflicting With

History

A pattern based on the concept of Social Weight, first introduced by Toney et al.[1].

References

  1. Cite error: Invalid <ref> tag; no text was provided for refs named Toney

Cite error: <ref> tag defined in <references> has no name attribute.

Acknowledgements