Difference between revisions of "Togetherness"
(→Relations) |
|||
Line 28: | Line 28: | ||
* Symbols that represent the group: emblems or other representations (visual icons, words, gestures) that members feel are associated with themselves collectively; these are Durkheim’s “sacred objects”. Persons pumped up with feelings of group solidarity treat symbols with great respect and defend them against the disrespect of outsiders, and even more of renegade insiders. | * Symbols that represent the group: emblems or other representations (visual icons, words, gestures) that members feel are associated with themselves collectively; these are Durkheim’s “sacred objects”. Persons pumped up with feelings of group solidarity treat symbols with great respect and defend them against the disrespect of outsiders, and even more of renegade insiders. | ||
* Feelings of morality: the sense of rightness in adhering to the group, respecting its symbols, and defending both against transgressors. Along with this goes the sense of moral evil or impropriety in violating the group’s solidarity and symbolic representations. | * Feelings of morality: the sense of rightness in adhering to the group, respecting its symbols, and defending both against transgressors. Along with this goes the sense of moral evil or impropriety in violating the group’s solidarity and symbolic representations. | ||
+ | |||
+ | [[Multiplayer Games]] is a basic foundation for allowing [[Togetherness]] to emerge. While engaging in actual gameplay activities with one another, e.g. in [[Parties]], is one form the pattern may take other possible forms can be that players together create a story (which can be represented by [[Game Instance Stories]]), that player shared misfortunes together (as described by [[Spectacular Failure Enjoyment]]), and that period with little or no gameplay allowed players to socialize without performing gameplay actions (i.e., interact with each other during [[Lull Periods]]). | ||
+ | |||
+ | === Can Be Instantiated By === | ||
+ | [[Backseat Gamers]], | ||
+ | [[Communication Channels]], | ||
+ | [[Friend Lists]], | ||
+ | [[Mutual FUBAR Enjoyment]], | ||
+ | [[Negotiable Game Instance Duration]], | ||
+ | [[Shared Penalties]], | ||
+ | [[Shared Rewards]], | ||
+ | [[Social Adaptability]], | ||
+ | [[Social Rewards]], | ||
+ | [[Synchronous Gameplay]], | ||
+ | [[Team Development]], | ||
+ | [[Team Strategy Identification]], | ||
+ | [[Teams]], | ||
+ | [[TvT]], | ||
+ | |||
+ | === Can Be Modulated By === | ||
+ | [[Real-Time Games]] | ||
+ | |||
+ | === Potentially Conflicting With === | ||
+ | [[Drop-In/Drop-Out]], | ||
+ | [[Guilting]], | ||
+ | [[Player Elimination]], | ||
+ | [[Ragequitting]], | ||
+ | [[Unsynchronized Game Sessions]] | ||
=== Diegetic Aspects === | === Diegetic Aspects === | ||
Line 36: | Line 64: | ||
== Consequences == | == Consequences == | ||
+ | === Can Instantiate === | ||
+ | [[Actor Detachment]], | ||
+ | [[Social Roles]] | ||
+ | |||
+ | ==== with [[Cooperation]] or [[Negotiation]] ==== | ||
+ | [[Reflective Communication]] | ||
== Relations == | == Relations == |
Revision as of 07:20, 14 April 2022
The one-sentence "definition" that should be in italics.
This pattern is a still a stub.
For a more thorough examination of the concept of Togetherness in the context of gaming, see Bergström 2012[1].
Contents
Examples
Anti-Examples
optional
Using the pattern
Collins[2]:
- Group solidarity, a feeling of membership
- Emotional energy in the individual: a feeling of confidence, elation, strength, enthusiasm, and initiative in taking action
- Symbols that represent the group: emblems or other representations (visual icons, words, gestures) that members feel are associated with themselves collectively; these are Durkheim’s “sacred objects”. Persons pumped up with feelings of group solidarity treat symbols with great respect and defend them against the disrespect of outsiders, and even more of renegade insiders.
- Feelings of morality: the sense of rightness in adhering to the group, respecting its symbols, and defending both against transgressors. Along with this goes the sense of moral evil or impropriety in violating the group’s solidarity and symbolic representations.
Multiplayer Games is a basic foundation for allowing Togetherness to emerge. While engaging in actual gameplay activities with one another, e.g. in Parties, is one form the pattern may take other possible forms can be that players together create a story (which can be represented by Game Instance Stories), that player shared misfortunes together (as described by Spectacular Failure Enjoyment), and that period with little or no gameplay allowed players to socialize without performing gameplay actions (i.e., interact with each other during Lull Periods).
Can Be Instantiated By
Backseat Gamers, Communication Channels, Friend Lists, Mutual FUBAR Enjoyment, Negotiable Game Instance Duration, Shared Penalties, Shared Rewards, Social Adaptability, Social Rewards, Synchronous Gameplay, Team Development, Team Strategy Identification, Teams, TvT,
Can Be Modulated By
Potentially Conflicting With
Drop-In/Drop-Out, Guilting, Player Elimination, Ragequitting, Unsynchronized Game Sessions
Diegetic Aspects
Interface Aspects
Narration Aspects
Consequences
Can Instantiate
Actor Detachment, Social Roles
with Cooperation or Negotiation
Relations
Can Instantiate
Actor Detachment, Social Roles
with Cooperation or Negotiation
Can Modulate
-
Can Be Instantiated By
Backseat Gamers, Communication Channels, Friend Lists, Multiplayer Games, Mutual FUBAR Enjoyment, Negotiable Game Instance Duration, Shared Penalties, Shared Rewards, Social Adaptability, Social Rewards, Synchronous Gameplay, Team Development, Team Strategy Identification, Teams, TvT,
Game Instance Stories in Multiplayer Games
Lull Periods in Multiplayer Games
Spectacular Failure Enjoyment in Multiplayer Games
Can Be Modulated By
Possible Closure Effects
-
Potentially Conflicting With
Drop-In/Drop-Out, Guilting, Player Elimination, Ragequitting, Unsynchronized Game Sessions
History
New pattern created in this wiki.
References
- ↑ Bergström, K. 2012. Playing for Togetherness - Designing for Interaction Rituals through Gaming. Doctoral thesis in Interaction Design, Gothenburg University.
- ↑ Collins, R. 2004. Interaction ritual chains, Princeton University Press..
Acknowledgements
Karl Bergström