Difference between revisions of "Guilting"

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[[Category:Negative Patterns]]

Revision as of 15:37, 21 February 2011

Making players perform actions due to a sense of bad conscience.

Players do action in games due to some form of motivation. When this motivation is based on feeling bad, either from having done something or not having done something, it is called Guilting.

Examples

Players on games which promote guilds, e.g. World of Warcraft, make players feel committed to turn up to raids and training for these.

Games such as FarmVille and Ravenwood Fair on social media platform often let players help other players. This create Guilting in those helped that they should return the favors.

Using the pattern

Guilting consists of two parts. The first part is that players have other players they feel a connection with. This can be formalized Social Organizations such as Guilds, but any group that they feel Loyalty to can suffice. The second part of Guilting is to make players feel that they should perform some form of action to other players. This is quite often set up by Delayed Reciprocity, for example through Altruistic Actions such as Free Gift Inventories, but any type of Social Dilemmas can work as well.

Guilting can also occur in games with Turn Taking, where players try to make players suffering from Analysis Paralysis to quickly decide what to do next.

Consequences

Since feeling guilt is rarely a pleasurable experience, being on the receiving end of Guilting, or even seeing that this may occur, can lead to Tension.

Relations

Can Instantiate

Tension

Can Modulate

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Can Be Instantiated By

Altruistic Actions, Delayed Reciprocity, Free Gift Inventories, Guilds, Loyalty, Social Dilemmas, Social Organizations

Analysis Paralysis together with Turn Taking

Can Be Modulated By

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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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