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  • ...ce [[Mules]] represent the players, they have to stand in for the [[Social Interaction]] expected on them, letting them control [[Emotes]] is one way of doing thi
    6 KB (836 words) - 21:16, 4 July 2015
  • ...Channels]] and [[Mini-maps]]. Of course, in games with [[Unmediated Social Interaction]] this is easy to achieve. ...[[Coordination]] and to do this they typically need to take on different [[Social Roles]]. Succeeding with a [[Team Combos|Team Combo]] is typically [[Team A
    6 KB (922 words) - 20:43, 31 July 2015
  • ...eligible to negotiate with, and this can create less pressurized [[Social Interaction]]. [[Social Interaction]]
    14 KB (2,101 words) - 09:28, 21 September 2016
  • ...ces]] on social media platforms. However, as part of supporting the social interaction on these platforms, they provide ways of offering presents to each other an .... Other players may be allowed to enter these spaces but only have limited interaction with game elements there. Since players do not need to worry about other pl
    9 KB (1,300 words) - 08:26, 8 August 2015
  • ...t conversations with other [[NPCs]]. They also have allegiances to various social groups and will come to the defend of other members of these groups if they ...hout agency [[NPCs]] can provide many different types of opportunities for interaction with handling [[Trading]] of [[Transferable Items]] and the assignment and
    26 KB (3,841 words) - 10:03, 13 May 2022
  • [[Category:Social Media Games]] ...g competitive, and contains gameplay mechanics lightly integrated with the social networking of Facebook.'' <ref name="wiki"/><ref name="review"/>
    3 KB (364 words) - 09:31, 1 July 2014
  • Casual Gameplay, Social Interaction (needs to say something about social networking), simulation/toy?,Player Constructed Worlds,Persistent Game Worl Delayed Reciprocity - important to the social networking, you need trust
    1 KB (225 words) - 20:33, 7 April 2010
  • ...nning) and may even shift the gameplay towards [[Negotiation]] or [[Social Interaction]]. This can partly be countered by [[Public Information]] or [[Symmetric In ...h [[Teams]], [[Stimulated Planning]] leads to [[Negotiation]] and [[Social Interaction]].
    19 KB (2,749 words) - 08:30, 27 August 2021
  • ...hie"/>. Another solution, that only works for a small range of games where interaction between players are very limited, is to use recordings of previous players ...[[Emotional Attachment]] to the outcomes as a substitute for the [[Social Interaction]] that commonly occurs among people playing the same game. For games with [
    11 KB (1,639 words) - 08:09, 21 September 2016
  • ...ts]] they do to run [[Self-Facilitated Games]], can give them [[Game-Based Social Statuses]]. ...layers can interrupt gameplay (or [[Excise]]) at any time to have [[Social Interaction]]. [[Self-Facilitated Games]] tend to be designed to have [[Synchronous Gam
    14 KB (2,080 words) - 19:27, 31 July 2015
  • ...y their shape, color, or texture convey to players specific information or interaction possibilities.'' ...tically Outstanding Features]] may be interesting enough to merit [[Social Interaction]] outside the games.
    10 KB (1,433 words) - 13:37, 21 July 2016
  • ...which players and rules a specific game instance should have. Games with [[Social Adaptability]] can provide this freedom in a number of ways but other patte ...cipate in games played face-to-face can be handled through ordinary social interaction, [[Game Lobbies]] can let players of online game only let their friends or
    39 KB (5,769 words) - 08:28, 27 August 2021
  • ...[Social Interaction]] related to the narration, the latter due to [[Social Interaction]] between players can be part of the actual narration and the former becaus ...e.g. [[Betrayal]], [[Enemies]], [[Internal Conflicts]], [[Loyalty]], and [[Social Dilemmas]]. [[Player-Created Characters]] are per definition not [[Predeter
    28 KB (3,879 words) - 09:27, 10 March 2018
  • ...change the gameplay to what they want it to be, so the pattern supports [[Social Adaptability]]. [[Playful Interaction]],
    4 KB (583 words) - 10:22, 10 November 2015
  • ...to compete or cooperate with, [[Multiplayer Games]] let people have social interaction before, during, and after play sessions. ...n player's ability to notice their behavior as well as focus upon [[Social Interaction]]. For added flexibility, games may allow [[Late Arriving Players]] or [[Dr
    30 KB (4,181 words) - 13:39, 1 April 2022
  • ...t their own individual gains against each others or against the gains of a social group they belong to.'' This creates a [[Social Dilemmas]] for the players in that even though cooperation would be benefic
    12 KB (1,731 words) - 07:28, 8 April 2022
  • Most social interaction performed between Sims in the [[Sims series]] change their perception of ea ...on [[Diegetic Social Norms]], a motivation for [[Actions Have Diegetically Social Consequences]] can be emotional responses that make psychological sense. An
    9 KB (1,245 words) - 16:04, 3 October 2016
  • ''Specific diegetic social networks where membership is defined by what actions are favored, disfavore ...ho can join. The requirements that need to be fulfilled to satisfy these [[Social Gatekeepers]] can range from having the right set of [[Attributes]], posses
    12 KB (1,730 words) - 07:21, 6 May 2022
  • ...Consequences]] regardless of the designers intentions due to the [[Social Interaction]] they provide. This since players may get to known each other and found fr ...f [[Rewards]] and [[Penalties]] possible are those connect to [[Game-Based Social Statuses]], e.g. receiving [[Achievements]] or gaining or losing ranks in [
    14 KB (2,108 words) - 10:09, 4 April 2018
  • ''Being a player or character within one's same social network as an enemy or competitor.'' ...end. [[Internal Rivalry]] can also easily affect the other members of the social network, either by involving them in the conflict in some sense or threaten
    11 KB (1,592 words) - 08:54, 11 October 2022

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