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  • ...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
  • ...e. This may make the pattern difficult to combine with [[Unmediated Social Interaction]] but if [[Penalties]] are linked to revealing oneself (as for examples is ==== with [[Unmediated Social Interaction]] and [[Penalties]] ====
    5 KB (663 words) - 17:55, 10 August 2016
  • ...re worried about their performance or wish to avoid developing any kind of social relation. To do this, games may give players a [[Possibility of Anonymity]] ...ial Interaction]]. Even when this is avoided, games with mediated [[Social Interaction]] may require players to engage in [[Roleplaying]] to appear to be somebody
    4 KB (585 words) - 10:19, 13 July 2015
  • ...quest help - this is possible by default in games with [[Unmediated Social Interaction]] but may require [[Communication Channels]] in others. In theory help coul ...e]], and [[Freedom of Choice]]. It opens up for other players to take on [[Social Roles]] as helpers of the player that is helpless (as well as letting the o
    6 KB (880 words) - 13:24, 27 August 2015
  • ...one has not had part in generating). This can also be seen as the [[Social Interaction]] breaking down and being replaced by simple [[Races]] to get to the [[Loot [[Social Interaction]],
    7 KB (935 words) - 08:34, 3 September 2016
  • ...s or [[Trans-Game Information]] outside game sessions. While this [[Social Interaction]] can take place within single game sessions for [[Multiplayer Games]], it [[Social Interaction]],
    15 KB (2,114 words) - 07:04, 8 April 2022
  • ...ons]] is to give them [[Mutual Goals]] or place them within [[Teams]] or [[Social Organizations]] such as [[Guilds]] that have these. Presences of common [[E ...ract more with each other. These interaction are likely to create [[Social Interaction]] between the players, either through the actions themselves or as part of
    5 KB (744 words) - 07:48, 14 August 2019
  • ...t are not directly played as multiplayer games can allow a limited form of interaction by letting players have restricted access to what actions that can do to ea ...ors]] is a form of [[Friend Lists]] and provides a small level of [[Social Interaction]] in games in that it implies that players will have an [[Uncommitted Allia
    4 KB (518 words) - 10:30, 4 July 2016
  • ...tiplayer Game]]). Beyond this, the pattern can support stimulated [[Social Interaction]], as players usually need to engage in [[Coordination]] to take full advan [[Game-Based Social Statuses]]
    20 KB (2,786 words) - 12:50, 18 March 2018
  • .... The typical case for this is when games are supposed to support [[Social Interaction]] and [[Togetherness]] both in and outside the actual gameplay. However, si ...imination]] counteract the possibilities for players to engage in [[Social Interaction]] on the same terms and make it difficult for them to experience [[Together
    11 KB (1,534 words) - 13:01, 25 August 2022
  • ...[[Downtime]]. In [[Multiplayer Games]], this can in turn lead to [[Social Interaction]] as players try to entertain themselves (this is found for example when wa [[Social Interaction]]
    6 KB (930 words) - 13:48, 7 September 2020
  • ...ng]] in a game can also lead to [[Early Elimination]] but in this case for social reasons rather than pure gameplay reasons. ...from gameplay. This occurs automatically in games with [[Unmediated Social Interaction]] but can be supported through special views in games with [[Mediated Gamep
    6 KB (961 words) - 16:19, 25 July 2015
  • ...r [[Single-Player Games]], this can modulate them so they support [[Social Interaction]] even if not during gameplay itself. [[Game-Based Social Statuses]],
    7 KB (1,012 words) - 19:23, 5 January 2015
  • ...engage in [[Puzzle Solving]] to [[Evade]] attacks. Many types of [[Social Interaction]], diegetic or real, can be the base for [[Puzzle Solving]] as well. One ex
    10 KB (1,480 words) - 08:21, 6 May 2022
  • ...coys to help succeed with [[Conceal]] goals, which may be part of [[Social Interaction]]. [[Ephemeral Goals]] may in effect be [[Red Herrings]] since they may int [[Social Interaction]],
    6 KB (839 words) - 08:50, 8 March 2023
  • ...d this can be done at any time regardless of other players. Location-based social network such as Foursquare<ref name="foursquare"/> and Gowalla<ref name="go [[Ubiquitous Gameplay]] opens up for a game to have [[Social Adaptability]]. Although not all [[Ubiquitous Gameplay]] is intended to be
    13 KB (1,962 words) - 08:25, 2 September 2014
  • ...veryday social interactions, or with relative little friction move between social roles. Similarly, the location-based game [[Pokémon Go]] allows players to ...zed Social Weight]] solves the problem of games negatively affecting other social activities, which is often one of the primary challenges to making a game h
    8 KB (1,084 words) - 10:43, 26 July 2016
  • ...Game-Based Social Statuses]] and [[Bragging]] and through this to [[Social Interaction]] between players. While this can occur in all types of games, the effects ...existence provides Optional Goals of Exploration and may stimulate Social Interaction between game sessions to pass Trans-Game Information.
    6 KB (858 words) - 13:24, 27 September 2014
  • In games with [[Unmediated Social Interaction]], [[Backseat Gamers]] typically do not work well with [[PvP]] gameplay. Th [[Backseat Gamers]] in games with [[Unmediated Social Interaction]]
    7 KB (1,027 words) - 18:51, 3 August 2015
  • ...ns and other game events. One of these ways is through text, and often the interaction provides through these take the form of conversations or dialogues. Games c ...s to have [[Social Interaction]] and may make it easier to adopt various [[Social Roles]]. Since they typically support free form messages, they give [[Creat
    9 KB (1,237 words) - 10:40, 25 July 2014
  • ''Gameplay where the players interaction with the game state and/or each other is done through a system.'' ...s, several patterns that are more specific can affect various parts of the interaction players have. [[Cameras]] allow players to view [[Game Worlds]] from perspe
    10 KB (1,396 words) - 09:02, 31 July 2015

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