Difference between revisions of "Tiered Participation"

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== History ==
 
== History ==
New pattern created in this wiki.
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New pattern created in this wiki. See the paper ''Emerging Participatory Culture Practices: Player-Created Tiers in Alternate Reality Games''<ref name="Dena"/> for the first academic treatment of the concept.
  
 
== References ==
 
== References ==
 
<references>
 
<references>
<ref name="Stenros">Stenros, J., Holopainen, J., Waern, A., Montola, M. & Ollila, E. (2011). ''Narrative Friction in Alternate Reality Games: Design Insights from Conspiracy For Good''. In proceedings of Think Design Play: The fifth international conference of the Digital Research Association (DIGRA).</ref>
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<ref name="Dena">Dena, C. (2008). ''Emerging Participatory Culture Practices: Player-Created Tiers in Alternate Reality Games''. Convergence (14), 1, 41-57. Sage.</ref>
 
</references>
 
</references>
  
 
== Acknowledgements ==
 
== Acknowledgements ==
 
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Revision as of 08:57, 31 October 2012

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

This pattern is a still a stub.

Examples

Tiered Participation is most commonly found in Category:Alternate Reality Games such as Conspiracy for Good and Momentum. Wizard's Apprentice is an example of a Computer-Augmented Board Game designed to support one player - typically a parent - that is only moderately interest in the game but instead more interested in supporting the other players - typically children - so they can have an engaging and fun experience.

Weaker examples of the pattern can be found in games where non-players can observe the gameplay and give advice. While this can occur in most games, it is probably the most socially acceptable and less disturbing in Category:Puzzle Games, e.g. Angry Birds or Continuity. The pattern becomes strong when observers can choose to join the game and become players, as is supported for example Gauntlet or Lego Star Wars series.

Anti-Examples

optional

Using the pattern

Diegetic Aspects

Interface Aspects

Narrative Aspects

Consequences

Relations

Can Instantiate

Downtime, Social Adaptability

with ...

Can Modulate

Can Be Instantiated By

Backseat Players, Functional Roles

Can Be Modulated By

Possible Closure Effects

Potentially Conflicting With

History

New pattern created in this wiki. See the paper Emerging Participatory Culture Practices: Player-Created Tiers in Alternate Reality Games[1] for the first academic treatment of the concept.

References

  1. Dena, C. (2008). Emerging Participatory Culture Practices: Player-Created Tiers in Alternate Reality Games. Convergence (14), 1, 41-57. Sage.

Acknowledgements

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