Togetherness

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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].

Examples

Anti-Examples

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Using the pattern

Diegetic Aspects

Interface Aspects

Narration Aspects

Consequences

Relations

Reflective Communication Real-Time Games Drop-In/Drop-Out Team Strategy Identification Spectacular Failure Enjoyment Multiplayer Games Guilting Player Elimination Parties Social Rewards Communication Channels Negotiable Game Instance Duration Social Roles Actor Detachment Social Adaptability Backseat Gamers Mutual FUBAR Enjoyment Game Instance Stories Ragequitting Unsynchronized Game Sessions Friend Lists Synchronous Gameplay TvT Team Development Teams Lull Periods Shared Penalties Shared Rewards

Can Instantiate

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with ...

Can Modulate

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Can Be Instantiated By

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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

  1. Bergström(2012): Playing for Togetherness - Designing for Interaction Rituals through Gaming. Doctoral thesis in Interaction Design, Gothenburg University.

Acknowledgements

Karl Bergström