Asynchronous Collaborative Actions

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Revision as of 09:01, 8 October 2012 by Staffan Björk (Talk | contribs) (Using the pattern)

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The one-sentence "definition" that should be in italics.

This pattern is a still a stub.

Examples

Using the pattern

Asynchronous Collaborative Actions is basically Cooperation through Asynchronous Gameplay, but can be seen as a pattern in itself since it gives rise to some consequences that neither of the two more basic patterns do on their own. One primary design choice for the pattern is how many actions in sequence is necessary for the Cooperation to give benefits, and another is if Rewards are given out simultaneously or not.

Time Limits can be used to either make both voluntary and necessary cooperation feel more forced.

Interface Aspects

Communication Channels can be used in order to encourage the Asynchronous Collaborative Actions since this lets players remind each other. This also increases the likelihood for Guilting.

Consequences

Since Asynchronous Collaborative Actions

Encouraged Return Visits,

Possibility of Anonymity,


Functional Roles,


Guilting, Social Dilemmas

Relations

Can Instantiate

Encouraged Return Visits, Functional Roles, Guilting, Possibility of Anonymity, Social Dilemmas

Can Modulate

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Can Be Instantiated By

Asynchronous Gameplay together with Cooperation

Can Be Modulated By

Communication Channels, Time Limits

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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