Difference between revisions of "Asynchronous Collaborative Actions"
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== Using the pattern == | == 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. | + | [[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. One primary design choice for the pattern is how many actions in sequence is necessary for the [[Cooperation]] to give benefits, and another is if [[Rewards]] are given out simultaneously or not. |
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+ | [[Time Limits]] can be used to either make both voluntary and necessary cooperation feel more forced. | ||
=== Interface Aspects === | === Interface Aspects === |
Revision as of 09:01, 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. One primary design choice for the pattern is how many actions in sequence is necessary for the Cooperation to give benefits, and another is if Rewards are given out simultaneously or not.
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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