Minimalized Social Weight

From gdp3
Revision as of 11:45, 20 August 2012 by Staffan Björk (Talk | contribs) (Relations)

Jump to: navigation, search

Games that interfere little with players ability to social interact with other people while the games are being played.

Games are often played as a way to have social interaction with others. While the gameplay itself can in this way be a type of social interaction, games can pose obstacles for social interaction by requiring players to focus their attention on interacting with the game interface, updating the game state to reflect the effects of actions, or interacting with parts of the game system that isn't mediated to other players. Even when the games do not interrupt the flow of interaction between players, they may do so with non-players that the players are able to (or should be able to) interact with. While it may be impossible to fully avoid these issues, games that pose few obstacles to social interaction can be said to have Minimalized Social Weight.

Examples

Party Games


Anti-Examples

Arcade Games

Ricochette Robots

Using the pattern

Diegetic Aspects

Interface Aspects

Narrative Aspects

Consequences

Since it reduces the intrusion a game has on the social context in which it is played, Minimalized Social Weight makes it have Social Adaptability inherently.

Relations

Minigames

Excise

Interruptibility

Attention Demanding

Self-Facilitated Games

Analysis Paralysis

Can Instantiate

Social Adaptability

with ...

Can Modulate

Can Be Instantiated By

Can Be Modulated By

Possible Closure Effects

Potentially Conflicting With

History

A pattern based on the concept of Social Weight, first introduced by Toney et al.[1].

References

  1. Toney, A. , Mulley, B., Thomas, B. H., & Piekarski, W. (2003). Social Weight: Designing to minimise the social consequences arising from technology use by the mobile professional. Special Issue of Personal and Ubiquitous Computing, Springer-Verlag London, 2003

Acknowledgements