Search results

Jump to: navigation, search
  • ...layer traits and domain specific features]. User Modeling and User-Adapted Interaction, pp 1-50. DOI 10.1007/s11257-016-9170-1. ...ss - Designing for Interaction Rituals through Gaming]. Doctoral thesis in Interaction Design, Gothenburg University.</ref>
    15 KB (2,126 words) - 07:08, 2 May 2024
  • ...han one game instance and support some form of extra-game communication or interaction are at least partially [[Meta Servers]].'' ...[[Candy Crush Saga]] and [[FarmVille]] for [[:Category:Social Media Games|Social Media Games]].
    7 KB (1,065 words) - 18:08, 29 January 2015
  • ==== Social Interactions ==== [[Social Interaction]]
    45 KB (6,258 words) - 09:28, 24 November 2023
  • ...add additional challenge to the gameplay and require more complex [[Social Interaction]]. Having one of the players take the role of a [[Game Masters]] allows [[C ...ss]]. It is difficult for games with [[Challenging Gameplay]] to support [[Social Adaptability]] unless the challenges are optional (e.g. through [[Difficult
    23 KB (3,355 words) - 16:03, 3 October 2016
  • ...engrossed in his or her planning cannot be interacted with and any social interaction may disturb him or her.
    10 KB (1,463 words) - 15:55, 25 January 2018
  • ...w pace of strategy games by making the game system continue without player interaction. ...ommunication Channels]] to appropriately map the pace of required [[Social Interaction]] to the pace of the game itself. For example, text chatting in fast team-o
    11 KB (1,669 words) - 06:58, 14 April 2022
  • ...emeral Goals]] or [[Player-Defined Goals]], or simple through the [[Social Interaction]] offered by the game or play activity. An issue with non-ending games is h
    11 KB (1,707 words) - 10:21, 15 March 2023
  • ...d Game]] requires. By combining [[Anonymous Actions]], [[Unmediated Social Interaction]] and the risk of [[Penalties]], a [[Betrayal]] can occur without being det ...r to be able to have a [[Possibility of Anonymity]] in games with [[Social Interaction]].
    22 KB (3,137 words) - 07:22, 8 April 2022
  • ...act differently from human players, or if they wish to engage in [[Social Interaction]]. This can be done through [[Game State Indicators]] or [[Non-Diegetic Fea ...an let players leave gracefully if not wishing to engage any longer in the interaction due to this situation.
    13 KB (1,995 words) - 08:24, 8 August 2015
  • Creating [[Social Dilemmas]] between group and [[Individual Rewards]] is another way to at le ...No-Ops]]) can break promises of [[Delayed Reciprocity]]. Second, given the social cost of [[Betrayal]], they tend only to be done when large [[Rewards]] are
    12 KB (1,820 words) - 16:10, 8 February 2019
  • ...an exception). This means that games that do not have [[Unmediated Social Interaction]] need [[Communication Channels]] of some sort, typically [[Chat Channels]] ...er, [[Cooperation]] can also emerge from the [[Negotiation]] of handling [[Social Dilemmas]] concerning [[Continuous Goals]] (often [[Shared Resources]] but
    15 KB (2,097 words) - 07:00, 8 April 2022
  • ...ayer games - single-player games can of course provide or encourage social interaction outside gameplay and play sessions (c.f. Stenros 2009<ref name="Stenros"/>) ...osts]]). [[Asynchronous Gameplay]] with [[Private Game Spaces]] and little interaction between players is another way of providing [[Massively Single-Player Onlin
    8 KB (1,159 words) - 08:25, 8 August 2015
  • ...typical in [[Social Dilemmas]]. In general, any gameplay which depend on [[Social Skills]] can provide [[Tension]] further simply because of this requirement ...f [[Extra-Game Rewards]] or they are used in combination with [[Game-Based Social Statuses]] or [[Heterogeneous Game Element Ownership]].
    24 KB (3,511 words) - 09:04, 21 September 2016
  • ...litation so there are human game masters to help handle rare exceptions or social conflicts. ...nted effects occur. For games where players don't have [[Unmediated Social Interaction]] or should have [[Limited Communication Abilities]], [[Dedicated Game Faci
    20 KB (2,916 words) - 09:30, 23 August 2021
  • ...gameplay allows players have control of when they wish to play - although social pressure to return favors to other players can offset the latter. ...ow [[Betrayal]] or put players in situations of [[Inherent Mistrust]] or [[Social Dilemmas]], instead using safe alternatives as for example [[Free Gift Inve
    8 KB (1,148 words) - 09:26, 15 July 2016
  • .... In addition to this, players can be given much influence on one level of interaction within the game without being able to change the way the game develops on o ...out having and possibility of avoiding them. Third, many types of [[Social Interaction]] including [[Dynamic Alliances]], [[Kingmaker]], and [[Voting]] may make a
    22 KB (3,278 words) - 09:10, 21 September 2016
  • ...a game, are probably the [[Non-Player Characters]] that players have most interaction with, and therefore connections to, these may be the most appropriate to us ...in [[Victoria 2]] can vary in very many different minor ways (government, social reforms, colonies, technology, alliances, etc.) but these have to add up in
    11 KB (1,615 words) - 10:12, 13 May 2022
  • ...of players' actions through use of the pattern [[Actions Have Diegetically Social Consequences]]. One example of this can be found in the [[Fallout series]], ...lds]], while [[Awareness of Surroundings]] and [[Actions Have Diegetically Social Consequences]] forces players to consider what the [[Algorithmic Agents]] c
    17 KB (2,420 words) - 12:27, 12 August 2016
  • ...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
  • ...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
  • ...position (and possibly balancing by adjusting their comparativeness to the social situation). ...d Story Structures]] in a game can, for the purpose of extra-game [[Social Interaction]], be augmented through the use of [[Open Destiny]] since this can create o
    19 KB (2,687 words) - 15:06, 8 August 2015
  • ...he use of [[Enforced Player Anonymity]] of course also need to mediate the interaction so players' identifies cannot be determined. ...lated Planning]] and [[Constructive Gameplay]], as well as making [[Social Interaction]] necessary. Being able to coordinate [[Collaborative Actions]] is thus oft
    10 KB (1,431 words) - 08:03, 14 August 2019
  • ...ain actions in return. One example of how this can be created is to have [[Social Organizations]], since these are formalized [[Alliances]] based around some ...ote [[Social Interaction]] even if it may be through the [[Social Dilemmas|Social Dilemma]] of [[Guilting]]. [[Delayed Reciprocity]] situations can also be u
    8 KB (1,230 words) - 23:34, 17 March 2018
  • ...all units that provide many possibilities to interrupt gameplay for social interaction. When [[Minigames]] have not been clearly advertised as part of the gamepla [[Minimalized Social Weight]],
    8 KB (1,141 words) - 15:51, 15 August 2016
  • ...the name of ''wizards'' to create new code and revise it as well as solve social conflicts. These [[Game Masters]] were recruited from the player base and c ..., [[Enactment]], or [[Roleplaying]], they promote the presence of [[Social Interaction]] in games and allow for [[Negotiation]] regarding all aspects of the games
    19 KB (2,776 words) - 07:11, 8 April 2022
  • ...ve. [[Private Game Spaces]] strengthens this since it limits the amount of interaction possible between the players. While the [[Freedom of Choice]] to play may l ...ocial Statuses]] and [[Internal Rivalry]]. These various forms of [[Social Interaction]] may often be the main source why games with [[Persistent Game Worlds]] ha
    15 KB (2,038 words) - 10:37, 23 November 2015
  • ...nly consists of [[Altruistic Actions]]. By doing so, they can add [[Social Interaction]] to [[Massively Single-Player Online Games]] while maintaining [[Casual Ga ...hemselves a form of social activity, and by being so they provide [[Social Interaction]] in games. Since they allow players to notice what other players (often th
    3 KB (438 words) - 11:38, 13 July 2015
  • ...This may be augmented with [[Game Masters]] to handle problematic [[Social Interaction]] between players and to collect information to develop [[Evolving Rule Set ...e be the most efficient; the use of [[Invites]] make players use their own social networks outside the game to populate these.
    7 KB (1,028 words) - 08:01, 28 July 2015
  • ...[[Non-Player Help]] can provide unexpected support and open up for social interaction beyond that contained in the gameplay itself. ...ople caught up in the gameplay. Although difficult to know in advance, the interaction they provide can be interesting experience, red herrings, or [[Non-Player H
    7 KB (963 words) - 12:06, 19 March 2018
  • In games where players need resources, one way of encouraging social interaction between them is to allow them to give each other gifts. If they are given f ...l Interaction]] with no direct negative consequences and no need real-time interaction, they are well-suited for [[Massively Single-Player Online Games]], [[Async
    3 KB (460 words) - 11:37, 13 July 2015
  • ...rn again and again to games it provides the basic requirement for [[Social Interaction]], that people can meet and interact with each other. [[Grinding]], [[Social Interaction]]
    8 KB (1,231 words) - 08:34, 18 January 2015
  • Games such as [[FarmVille]] and [[Ravenwood Fair]] on social media platform often let players help other players. This create [[Guilting ...hem ask for help through [[Communication Channels]] or [[Unmediated Social Interaction]]. While [[Mutual FUBAR Enjoyment]] may be pleasurable to those taking part
    4 KB (597 words) - 11:31, 1 November 2014
  • ...id this they can be designed to have [[Enforced Player Anonymity]] so that interaction beyond that available through gameplay actions is either impossible or only ...d Gameplay]]. This means avoiding [[Friend Lists]] and [[Unmediated Social Interaction]], restricting how [[Handles]] and other game elements that can identify pl
    4 KB (584 words) - 10:22, 13 July 2015

View (previous 50 | next 50) (20 | 50 | 100 | 250 | 500)