Difference between revisions of "Asynchronous Collaborative Actions"
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== Consequences == | == Consequences == | ||
− | + | Since [[Asynchronous Collaborative Actions]] | |
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[[Encouraged Return Visits]], | [[Encouraged Return Visits]], | ||
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+ | [[Possibility of Anonymity]], | ||
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[[Functional Roles]], | [[Functional Roles]], | ||
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[[Guilting]], | [[Guilting]], | ||
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[[Social Dilemmas]] | [[Social Dilemmas]] | ||
Revision as of 08:54, 8 October 2012
The one-sentence "definition" that should be in italics.
This pattern is a still a stub.
Contents
Examples
Using the pattern
Asynchronous Collaborative Actions is basically Cooperation through Asynchronous Gameplay, but can be seen as a pattern in itself since it gives rise to some consequences that neither of the two more basic patterns do on their own. Time Limits can be used to either make both voluntary and necessary cooperation feel more forced.
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
Since Asynchronous Collaborative Actions
Relations
Can Instantiate
Encouraged Return Visits, Functional Roles, Guilting, Possibility of Anonymity, Social Dilemmas
Can Modulate
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Can Be Instantiated By
Asynchronous Gameplay together with Cooperation
Can Be Modulated By
Communication Channels, Time Limits
Possible Closure Effects
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Potentially Conflicting With
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History
New pattern created in this wiki.
References
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Acknowledgements
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