Difference between revisions of "Possibility of Anonymity"

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=== Examples ===
 
=== Examples ===
 
 
Players of online games such as the [[Battlefield series]] or the [[Left 4 Dead series]] can choose what names they want to be identified by, and by not chatting or using voice communications they can keep other players from knowing who they are. The characters created by players of computer-mediated roleplaying games such [[Kingdoms]], [[Ultima Online]], and [[World of Warcraft]] can protect identities in the same fashion, but the effort of maintaining the same alter ego for prolonged period of times usually means that long-time players show their normal selves.
 
Players of online games such as the [[Battlefield series]] or the [[Left 4 Dead series]] can choose what names they want to be identified by, and by not chatting or using voice communications they can keep other players from knowing who they are. The characters created by players of computer-mediated roleplaying games such [[Kingdoms]], [[Ultima Online]], and [[World of Warcraft]] can protect identities in the same fashion, but the effort of maintaining the same alter ego for prolonged period of times usually means that long-time players show their normal selves.
  
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[[Single-Player Games]]
 
[[Single-Player Games]]
  
[[Roleplaying]]
+
[[Dedicated Game Facilitators]]
  
 
[[Handles]]
 
[[Handles]]
 
[[Avatars]]
 
[[Avatars]]
  
 +
[[Player Characters]]
  
 +
[[Roleplaying]]
  
 
[[Player Characters]]
 
  
 
[[Unmediated Social Interaction]]
 
[[Unmediated Social Interaction]]
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[[Public Player Statistics]]
 
[[Public Player Statistics]]
  
=== Diegetic Aspects ===
 
  
=== Interface Aspects ===
 
  
=== Narrative Aspects ===
+
=== Interface Aspects ===
  
 
== Consequences ==
 
== Consequences ==
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=== Can Be Instantiated By ===
 
=== Can Be Instantiated By ===
 +
[[Single-Player Games]]
 +
 +
[[Dedicated Game Facilitators]] together with [[Handles]], [[Avatars]], or [[Player Characters]]
  
 
=== Can Be Modulated By ===
 
=== Can Be Modulated By ===

Revision as of 22:47, 2 March 2011

That players have the possibility to not reveal their identities while playing a game.

This pattern is a still a stub.

Examples

Players of online games such as the Battlefield series or the Left 4 Dead series can choose what names they want to be identified by, and by not chatting or using voice communications they can keep other players from knowing who they are. The characters created by players of computer-mediated roleplaying games such Kingdoms, Ultima Online, and World of Warcraft can protect identities in the same fashion, but the effort of maintaining the same alter ego for prolonged period of times usually means that long-time players show their normal selves.

Using the pattern

Single-Player Games

Dedicated Game Facilitators

Handles Avatars

Player Characters

Roleplaying


Unmediated Social Interaction Freedom of Choice

Public Player Statistics


Interface Aspects

Consequences

Relations

Can Instantiate

with ...

Can Modulate

Can Be Instantiated By

Single-Player Games

Dedicated Game Facilitators together with Handles, Avatars, or Player Characters

Can Be Modulated By

Possible Closure Effects

Potentially Conflicting With

History

New pattern created in this wiki.

References

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Acknowledgements

Johan Peitz