Social Rewards

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Revision as of 13:30, 19 November 2014 by Staffan Björk (Talk | contribs) (Relations)

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

This pattern is a still a stub.

Examples

Using the pattern

Diegetic Aspects

Interface Aspects

Narrative Aspects

Consequences

Relations

Achievements Gameplay Mastery Team Accomplishment Team Strategy Identification Social Skills Togetherness

Can Instantiate

Extra-Game Consequences, Grinding

Can Modulate

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Can Be Instantiated By

Game-based Social Statuses, Global High Score Lists, High Score Lists, Memorabilia

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