Difference between revisions of "Tiered Participation"
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== History == | == History == | ||
− | New pattern created in this wiki. | + | 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=" | + | <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.
Contents
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
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
- ↑ Dena, C. (2008). Emerging Participatory Culture Practices: Player-Created Tiers in Alternate Reality Games. Convergence (14), 1, 41-57. Sage.
Acknowledgements
-