Difference between revisions of "Minimalized Social Weight"
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== References == | == References == | ||
<references> | <references> | ||
− | <ref name="Toney">[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] | + | <ref name="Toney">Toney, A. , Mulley, B., Thomas, B. H., & Piekarski, W. (2003). [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]. Special Issue of Personal and Ubiquitous Computing, Springer-Verlag London, 2003</ref> |
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</references> | </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.
Contents
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
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
- ↑ Toney, A. , Mulley, B., Thomas, B. H., & Piekarski, W. (2003). Social Weight: Designing to minimise the social consequences arising from technology use by the mobile professional. Special Issue of Personal and Ubiquitous Computing, Springer-Verlag London, 2003